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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
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_SYNC 0x20 /* There has been at least one synchronized map since the last preload. */
35 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
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 */
42 static void buffer_invalidate_bo_range(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
)
47 if (offset
> buffer
->resource
.size
|| offset
+ size
> buffer
->resource
.size
)
49 WARN("Invalid range specified, invalidating entire buffer.\n");
53 if (buffer
->modified_areas
>= buffer
->maps_size
)
55 struct wined3d_map_range
*new;
57 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer
->maps
, 2 * buffer
->maps_size
* sizeof(*buffer
->maps
))))
59 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
64 buffer
->maps_size
*= 2;
67 buffer
->maps
[buffer
->modified_areas
].offset
= offset
;
68 buffer
->maps
[buffer
->modified_areas
].size
= size
;
69 ++buffer
->modified_areas
;
73 buffer
->modified_areas
= 1;
74 buffer
->maps
[0].offset
= 0;
75 buffer
->maps
[0].size
= buffer
->resource
.size
;
78 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
80 This
->modified_areas
= 0;
83 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
85 return !!buffer
->modified_areas
;
88 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
92 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
94 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
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
)
103 if(!This
->buffer_object
) return;
105 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
106 checkGLcall("glDeleteBuffersARB");
107 This
->buffer_object
= 0;
111 wined3d_event_query_destroy(This
->query
);
114 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, struct wined3d_context
*context
)
120 GLenum gl_usage
= GL_STATIC_DRAW_ARB
;
122 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
124 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
125 This
, debug_d3dusage(This
->resource
.usage
));
127 /* Make sure that the gl error is cleared. Do not use checkGLcall
128 * here because checkGLcall just prints a fixme and continues. However,
129 * if an error during VBO creation occurs we can fall back to non-vbo operation
130 * with full functionality(but performance loss)
132 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
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
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
)
144 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
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
)
154 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
158 if (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
160 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
161 gl_usage
= GL_STREAM_DRAW_ARB
;
163 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
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
;
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
;
173 /* No setup is needed here for GL_ARB_map_buffer_range */
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
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
)
185 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
189 This
->buffer_object_usage
= gl_usage
;
191 if (This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
192 buffer_invalidate_bo_range(This
, 0, 0);
194 wined3d_resource_free_sysmem(&This
->resource
);
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
);
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
)
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.
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
));
224 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
226 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
230 *stride_this_run
= attrib
->stride
;
231 if (This
->stride
!= *stride_this_run
)
233 /* We rely that this happens only on the first converted attribute that is found,
234 * if at all. See above check
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
);
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
)
249 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
250 if (This
->conversion_map
[idx
] != conversion_type
)
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
);
255 This
->conversion_map
[idx
] = conversion_type
;
262 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
263 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
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
)
268 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
269 enum wined3d_format_id format
;
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.
275 if (!(si
->use_map
& (1 << attrib_idx
))
276 || attrib
->data
.buffer_object
!= This
->buffer_object
)
279 format
= attrib
->format
->id
;
280 /* Look for newly appeared conversion */
281 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
283 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
285 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
287 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
289 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
293 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
295 else if (This
->conversion_map
)
297 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
303 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
306 UINT stride_this_run
= 0;
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
313 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
315 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
320 TRACE("No fixup required.\n");
321 if(This
->conversion_map
)
323 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
324 This
->conversion_map
= NULL
;
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.
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
348 * We have to distinguish between vertex shaders and fixed function to
349 * pick the way we access the strided vertex information.
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:
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]
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).
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
378 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
379 fixup_flags
, &stride_this_run
) || ret
;
380 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
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
;
405 if (!stride_this_run
&& This
->conversion_map
)
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
;
414 if (ret
) TRACE("Conversion information changed\n");
419 static inline void fixup_d3dcolor(DWORD
*dst_color
)
421 DWORD src_color
= *dst_color
;
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
426 * 0xff000000: Alpha mask
427 * 0x00ff0000: Blue mask
428 * 0x0000ff00: Green mask
429 * 0x000000ff: Red mask
432 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
433 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
434 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
437 static inline void fixup_transformed_pos(float *p
)
439 /* rhw conversion like in position_float4(). */
440 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
442 float w
= 1.0f
/ p
[3];
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
)
454 data
->buffer_object
= buffer
->buffer_object
;
455 if (!buffer
->buffer_object
)
457 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
459 buffer_create_buffer_object(buffer
, context
);
460 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
461 if (buffer
->buffer_object
)
463 data
->buffer_object
= buffer
->buffer_object
;
468 data
->addr
= buffer
->resource
.heap_memory
;
476 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
478 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
480 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
485 /* Context activation is done by the caller. */
486 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, struct wined3d_context
*context
)
488 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
;
494 if (!wined3d_resource_allocate_sysmem(&This
->resource
))
495 ERR("Failed to allocate system memory.\n");
497 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
498 context_invalidate_state(context
, STATE_INDEXBUFFER
);
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
;
504 return This
->resource
.heap_memory
;
507 static void buffer_unload(struct wined3d_resource
*resource
)
509 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
511 TRACE("buffer %p.\n", buffer
);
513 if (buffer
->buffer_object
)
515 struct wined3d_device
*device
= resource
->device
;
516 struct wined3d_context
*context
;
518 context
= context_acquire(device
, NULL
);
520 /* Download the buffer, but don't permanently enable double buffering */
521 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
523 buffer_get_sysmem(buffer
, context
);
524 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
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
);
531 context_release(context
);
533 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
534 buffer
->conversion_map
= NULL
;
536 buffer
->conversion_stride
= 0;
537 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
540 resource_unload(resource
);
543 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
545 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
546 struct wined3d_context
*context
;
548 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
552 if (buffer
->buffer_object
)
554 context
= context_acquire(buffer
->resource
.device
, NULL
);
555 delete_gl_buffer(buffer
, context
->gl_info
);
556 context_release(context
);
558 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
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
);
570 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
572 TRACE("buffer %p.\n", buffer
);
574 return buffer
->resource
.parent
;
577 /* The caller provides a context and binds the buffer */
578 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
580 enum wined3d_event_query_result ret
;
582 /* No fencing needs to be done if the app promises not to overwrite
584 if (flags
& WINED3D_MAP_NOOVERWRITE
)
587 if (flags
& WINED3D_MAP_DISCARD
)
589 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
590 checkGLcall("glBufferDataARB\n");
596 TRACE("Creating event query for buffer %p\n", This
);
598 if (!wined3d_event_query_supported(gl_info
))
600 FIXME("Event queries not supported, dropping async buffer locks.\n");
604 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
607 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
611 /* Since we don't know about old draws a glFinish is needed once */
612 gl_info
->gl_ops
.gl
.p_glFinish();
615 TRACE("Synchronizing buffer %p\n", This
);
616 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
619 case WINED3D_EVENT_QUERY_NOT_STARTED
:
620 case WINED3D_EVENT_QUERY_OK
:
624 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
625 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
629 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
636 wined3d_event_query_destroy(This
->query
);
640 gl_info
->gl_ops
.gl
.p_glFinish();
641 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
642 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
643 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
646 /* The caller provides a GL context */
647 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
650 UINT start
= 0, len
= 0;
652 /* This potentially invalidates the element array buffer binding, but the
653 * caller always takes care of this. */
654 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
655 checkGLcall("glBindBufferARB");
656 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
659 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
660 if (flags
& WINED3D_BUFFER_DISCARD
)
661 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
662 else if (!(flags
& WINED3D_BUFFER_SYNC
))
663 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
664 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
665 This
->resource
.size
, mapflags
));
666 checkGLcall("glMapBufferRange");
670 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
673 if (flags
& WINED3D_BUFFER_DISCARD
)
674 syncflags
|= WINED3D_MAP_DISCARD
;
675 else if (!(flags
& WINED3D_BUFFER_SYNC
))
676 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
677 buffer_sync_apple(This
, syncflags
, gl_info
);
679 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
680 checkGLcall("glMapBufferARB");
684 ERR("Failed to map opengl buffer\n");
688 while (This
->modified_areas
)
690 This
->modified_areas
--;
691 start
= This
->maps
[This
->modified_areas
].offset
;
692 len
= This
->maps
[This
->modified_areas
].size
;
694 memcpy(map
+ start
, (BYTE
*)This
->resource
.heap_memory
+ start
, len
);
696 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
698 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
699 checkGLcall("glFlushMappedBufferRange");
701 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
703 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
704 checkGLcall("glFlushMappedBufferRangeAPPLE");
707 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
708 checkGLcall("glUnmapBufferARB");
711 void buffer_mark_used(struct wined3d_buffer
*buffer
)
713 buffer
->flags
&= ~(WINED3D_BUFFER_SYNC
| WINED3D_BUFFER_DISCARD
);
716 /* Context activation is done by the caller. */
717 void buffer_internal_preload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
718 const struct wined3d_state
*state
)
720 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_SYNC
| WINED3D_BUFFER_DISCARD
);
721 struct wined3d_device
*device
= buffer
->resource
.device
;
722 UINT start
= 0, end
= 0, len
= 0, vertices
;
723 const struct wined3d_gl_info
*gl_info
;
724 BOOL decl_changed
= FALSE
;
728 TRACE("buffer %p.\n", buffer
);
730 if (buffer
->resource
.map_count
)
732 WARN("Buffer is mapped, skipping preload.\n");
736 buffer_mark_used(buffer
);
738 if (!buffer
->buffer_object
)
740 /* TODO: Make converting independent from VBOs */
741 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
743 buffer_create_buffer_object(buffer
, context
);
744 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
748 /* Not doing any conversion */
753 /* Reading the declaration makes only sense if we have valid state information
754 * (i.e., if this function is called during draws). */
757 DWORD fixup_flags
= 0;
761 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
762 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
763 if (!context
->d3d_info
->xyzrhw
)
764 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
767 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, fixup_flags
);
768 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
771 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
773 ++buffer
->draw_count
;
774 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
775 buffer
->decl_change_count
= 0;
776 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
777 buffer
->full_conversion_count
= 0;
781 /* If applications change the declaration over and over, reconverting all the time is a huge
782 * performance hit. So count the declaration changes and release the VBO if there are too many
783 * of them (and thus stop converting)
787 ++buffer
->decl_change_count
;
788 buffer
->draw_count
= 0;
790 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
791 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
793 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
795 buffer_unload(&buffer
->resource
);
796 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
798 /* The stream source state handler might have read the memory of
799 * the vertex buffer already and got the memory in the vbo which
800 * is not valid any longer. Dirtify the stream source to force a
801 * reload. This happens only once per changed vertexbuffer and
802 * should occur rather rarely. */
803 device_invalidate_state(device
, STATE_STREAMSRC
);
807 /* The declaration changed, reload the whole buffer. */
808 WARN("Reloading buffer because of a vertex declaration change.\n");
809 buffer_invalidate_bo_range(buffer
, 0, 0);
811 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
812 * cleared for unsynchronized updates
818 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
819 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
820 * decl changes and reset the decl change count after a specific number of them
822 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
824 ++buffer
->full_conversion_count
;
825 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
827 FIXME("Too many full buffer conversions, stopping converting.\n");
828 buffer_unload(&buffer
->resource
);
829 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
830 if (buffer
->resource
.bind_count
)
831 device_invalidate_state(device
, STATE_STREAMSRC
);
837 ++buffer
->draw_count
;
838 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
839 buffer
->decl_change_count
= 0;
840 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
841 buffer
->full_conversion_count
= 0;
845 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
846 device_invalidate_state(device
, STATE_INDEXBUFFER
);
848 if (!buffer
->conversion_map
)
850 /* That means that there is nothing to fixup. Just upload from
851 * buffer->resource.heap_memory directly into the vbo. Do not
852 * free the system memory copy because drawPrimitive may need it if
853 * the stride is 0, for instancing emulation, vertex blending
854 * emulation or shader emulation. */
855 TRACE("No conversion needed.\n");
857 /* Nothing to do because we locked directly into the vbo */
858 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
863 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
868 gl_info
= context
->gl_info
;
870 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
872 buffer_get_sysmem(buffer
, context
);
875 /* Now for each vertex in the buffer that needs conversion */
876 vertices
= buffer
->resource
.size
/ buffer
->stride
;
878 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
880 while(buffer
->modified_areas
)
882 buffer
->modified_areas
--;
883 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
884 len
= buffer
->maps
[buffer
->modified_areas
].size
;
887 memcpy(data
+ start
, (BYTE
*)buffer
->resource
.heap_memory
+ start
, end
- start
);
888 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
890 for (j
= 0; j
< buffer
->stride
; ++j
)
892 switch (buffer
->conversion_map
[j
])
899 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
904 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
908 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
913 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
914 checkGLcall("glBindBufferARB");
915 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
916 checkGLcall("glBufferSubDataARB");
919 HeapFree(GetProcessHeap(), 0, data
);
922 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
924 struct wined3d_context
*context
;
925 context
= context_acquire(buffer
->resource
.device
, NULL
);
926 buffer_internal_preload(buffer
, context
, NULL
);
927 context_release(context
);
930 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
932 TRACE("buffer %p.\n", buffer
);
934 return &buffer
->resource
;
937 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
942 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
944 flags
= wined3d_resource_sanitize_map_flags(&buffer
->resource
, flags
);
945 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
946 * fill rate test seems to depend on this. When we map a buffer with
947 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
948 * previous contents of the buffer. The r600g driver only does this when
949 * the buffer is currently in use, while the proprietary NVIDIA driver
950 * appears to do this unconditionally. */
951 if (buffer
->flags
& WINED3D_BUFFER_DISCARD
)
952 flags
&= ~WINED3D_MAP_DISCARD
;
953 count
= ++buffer
->resource
.map_count
;
955 if (buffer
->buffer_object
)
957 /* DISCARD invalidates the entire buffer, regardless of the specified
958 * offset and size. Some applications also depend on the entire buffer
959 * being uploaded in that case. Two such applications are Port Royale
960 * and Darkstar One. */
961 if (flags
& WINED3D_MAP_DISCARD
)
962 buffer_invalidate_bo_range(buffer
, 0, 0);
963 else if (!(flags
& WINED3D_MAP_READONLY
))
964 buffer_invalidate_bo_range(buffer
, offset
, size
);
966 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
970 struct wined3d_device
*device
= buffer
->resource
.device
;
971 struct wined3d_context
*context
;
972 const struct wined3d_gl_info
*gl_info
;
974 context
= context_acquire(device
, NULL
);
975 gl_info
= context
->gl_info
;
977 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
978 context_invalidate_state(context
, STATE_INDEXBUFFER
);
979 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
981 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
983 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
984 buffer
->map_ptr
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
985 0, buffer
->resource
.size
, mapflags
));
986 checkGLcall("glMapBufferRange");
990 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
991 buffer_sync_apple(buffer
, flags
, gl_info
);
992 buffer
->map_ptr
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
994 checkGLcall("glMapBufferARB");
997 if (((DWORD_PTR
)buffer
->map_ptr
) & (RESOURCE_ALIGNMENT
- 1))
999 WARN("Pointer %p is not %u byte aligned.\n", buffer
->map_ptr
, RESOURCE_ALIGNMENT
);
1001 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1002 checkGLcall("glUnmapBufferARB");
1003 buffer
->map_ptr
= NULL
;
1005 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1007 /* The extra copy is more expensive than not using VBOs at
1008 * all on the Nvidia Linux driver, which is the only driver
1009 * that returns unaligned pointers
1011 TRACE("Dynamic buffer, dropping VBO\n");
1012 buffer_unload(&buffer
->resource
);
1013 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1014 if (buffer
->resource
.bind_count
)
1015 device_invalidate_state(device
, STATE_STREAMSRC
);
1019 TRACE("Falling back to doublebuffered operation\n");
1020 buffer_get_sysmem(buffer
, context
);
1022 TRACE("New pointer is %p.\n", buffer
->resource
.heap_memory
);
1023 buffer
->map_ptr
= NULL
;
1025 context_release(context
);
1029 if (flags
& WINED3D_MAP_DISCARD
)
1030 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1031 else if (!(flags
& WINED3D_MAP_NOOVERWRITE
))
1032 buffer
->flags
|= WINED3D_BUFFER_SYNC
;
1035 base
= buffer
->map_ptr
? buffer
->map_ptr
: buffer
->resource
.heap_memory
;
1036 *data
= base
+ offset
;
1038 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, base
, offset
);
1039 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1044 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1048 TRACE("buffer %p.\n", buffer
);
1050 /* In the case that the number of Unmap calls > the
1051 * number of Map calls, d3d returns always D3D_OK.
1052 * This is also needed to prevent Map from returning garbage on
1053 * the next call (this will happen if the lock_count is < 0). */
1054 if (!buffer
->resource
.map_count
)
1056 WARN("Unmap called without a previous map call.\n");
1060 if (--buffer
->resource
.map_count
)
1062 /* Delay loading the buffer until everything is unlocked */
1063 TRACE("Ignoring unmap.\n");
1067 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1069 struct wined3d_device
*device
= buffer
->resource
.device
;
1070 const struct wined3d_gl_info
*gl_info
;
1071 struct wined3d_context
*context
;
1073 context
= context_acquire(device
, NULL
);
1074 gl_info
= context
->gl_info
;
1076 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1077 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1078 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1080 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1082 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1084 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1085 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1086 checkGLcall("glFlushMappedBufferRange");
1089 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1091 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1093 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1094 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1095 checkGLcall("glFlushMappedBufferRangeAPPLE");
1099 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1100 if (wined3d_settings
.strict_draw_ordering
)
1101 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1102 context_release(context
);
1104 buffer_clear_dirty_areas(buffer
);
1105 buffer
->map_ptr
= NULL
;
1107 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1109 wined3d_buffer_preload(buffer
);
1113 static ULONG
buffer_resource_incref(struct wined3d_resource
*resource
)
1115 return wined3d_buffer_incref(buffer_from_resource(resource
));
1118 static ULONG
buffer_resource_decref(struct wined3d_resource
*resource
)
1120 return wined3d_buffer_decref(buffer_from_resource(resource
));
1123 static const struct wined3d_resource_ops buffer_resource_ops
=
1125 buffer_resource_incref
,
1126 buffer_resource_decref
,
1130 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1131 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1132 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1134 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1135 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1137 BOOL dynamic_buffer_ok
;
1141 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1142 return WINED3DERR_INVALIDCALL
;
1145 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1146 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1147 parent
, parent_ops
, &buffer_resource_ops
);
1150 WARN("Failed to initialize resource, hr %#x\n", hr
);
1153 buffer
->buffer_type_hint
= bind_hint
;
1155 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1156 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.heap_memory
, buffer
);
1158 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
)
1160 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1161 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1162 * Still use a VBO to support OpenGL 3 core contexts. */
1163 TRACE("Using doublebuffer mode because of software vertex processing\n");
1164 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1167 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1169 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1170 * drawStridedFast (half-life 2 and others).
1172 * Basically converting the vertices in the buffer is quite expensive, and observations
1173 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1174 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1176 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1178 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1180 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1182 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1184 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1186 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1190 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1197 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1200 ERR("Failed to map buffer, hr %#x\n", hr
);
1201 buffer_unload(&buffer
->resource
);
1202 resource_cleanup(&buffer
->resource
);
1206 memcpy(ptr
, data
, size
);
1208 wined3d_buffer_unmap(buffer
);
1211 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1214 ERR("Out of memory\n");
1215 buffer_unload(&buffer
->resource
);
1216 resource_cleanup(&buffer
->resource
);
1217 return E_OUTOFMEMORY
;
1219 buffer
->maps_size
= 1;
1224 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, const struct wined3d_buffer_desc
*desc
,
1225 const void *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1227 struct wined3d_buffer
*object
;
1230 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1232 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1234 return E_OUTOFMEMORY
;
1236 FIXME("Ignoring access flags (pool)\n");
1238 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1239 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1242 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1243 HeapFree(GetProcessHeap(), 0, object
);
1246 object
->desc
= *desc
;
1248 TRACE("Created buffer %p.\n", object
);
1255 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1256 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1258 struct wined3d_buffer
*object
;
1261 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1262 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1264 if (pool
== WINED3D_POOL_SCRATCH
)
1266 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1267 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1268 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1270 return WINED3DERR_INVALIDCALL
;
1273 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1277 return WINED3DERR_OUTOFVIDEOMEMORY
;
1280 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1281 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1284 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1285 HeapFree(GetProcessHeap(), 0, object
);
1289 TRACE("Created buffer %p.\n", object
);
1295 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1296 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1298 struct wined3d_buffer
*object
;
1301 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1302 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1304 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1308 return WINED3DERR_OUTOFVIDEOMEMORY
;
1311 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1312 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1313 parent
, parent_ops
);
1316 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1317 HeapFree(GetProcessHeap(), 0, object
);
1321 TRACE("Created buffer %p.\n", object
);