9baf0556dda953abfa5dd884773e667436010e1e
[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 "config.h"
26 #include "wine/port.h"
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
32 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
33 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
34 #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
37
38 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
39 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
40 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
41 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
42
43 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
44 {
45 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
46 {
47 TRACE("Not evicting system memory for buffer %p.\n", buffer);
48 return;
49 }
50
51 TRACE("Evicting system memory for buffer %p.\n", buffer);
52 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
53 wined3d_resource_free_sysmem(&buffer->resource);
54 }
55
56 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
57 {
58 if (!offset && (!size || size == buffer->resource.size))
59 goto invalidate_all;
60
61 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
62 {
63 WARN("Invalid range specified, invalidating entire buffer.\n");
64 goto invalidate_all;
65 }
66
67 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
68 buffer->modified_areas + 1, sizeof(*buffer->maps)))
69 {
70 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
71 goto invalidate_all;
72 }
73
74 buffer->maps[buffer->modified_areas].offset = offset;
75 buffer->maps[buffer->modified_areas].size = size;
76 ++buffer->modified_areas;
77 return;
78
79 invalidate_all:
80 buffer->modified_areas = 1;
81 buffer->maps[0].offset = 0;
82 buffer->maps[0].size = buffer->resource.size;
83 }
84
85 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
86 {
87 This->modified_areas = 0;
88 }
89
90 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
91 {
92 return !!buffer->modified_areas;
93 }
94
95 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
96 {
97 return buffer->modified_areas == 1
98 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
99 }
100
101 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
102 {
103 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
104
105 if (location & WINED3D_LOCATION_BUFFER)
106 buffer_clear_dirty_areas(buffer);
107
108 buffer->locations |= location;
109
110 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
111 }
112
113 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
114 unsigned int offset, unsigned int size)
115 {
116 TRACE("buffer %p, location %s, offset %u, size %u.\n",
117 buffer, wined3d_debug_location(location), offset, size);
118
119 if (location & WINED3D_LOCATION_BUFFER)
120 buffer_invalidate_bo_range(buffer, offset, size);
121
122 buffer->locations &= ~location;
123
124 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
125
126 if (!buffer->locations)
127 ERR("Buffer %p does not have any up to date location.\n", buffer);
128 }
129
130 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
131 {
132 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
133 }
134
135 /* Context activation is done by the caller. */
136 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
137 {
138 context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
139 }
140
141 /* Context activation is done by the caller. */
142 static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
143 {
144 const struct wined3d_gl_info *gl_info = context->gl_info;
145 struct wined3d_resource *resource = &buffer->resource;
146
147 if (!buffer->buffer_object)
148 return;
149
150 /* The stream source state handler might have read the memory of the
151 * vertex buffer already and got the memory in the vbo which is not
152 * valid any longer. Dirtify the stream source to force a reload. This
153 * happens only once per changed vertexbuffer and should occur rather
154 * rarely. */
155 if (resource->bind_count)
156 {
157 if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
158 device_invalidate_state(resource->device, STATE_STREAMSRC);
159 if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
160 device_invalidate_state(resource->device, STATE_INDEXBUFFER);
161 if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
162 {
163 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
164 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
165 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
166 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
167 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
168 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
169 }
170 if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
171 {
172 device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
173 if (context->transform_feedback_active)
174 {
175 /* We have to make sure that transform feedback is not active
176 * when deleting a potentially bound transform feedback buffer.
177 * This may happen when the device is being destroyed. */
178 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer);
179 context_end_transform_feedback(context);
180 }
181 }
182 }
183
184 GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
185 checkGLcall("glDeleteBuffers");
186 buffer->buffer_object = 0;
187
188 if (buffer->fence)
189 {
190 wined3d_fence_destroy(buffer->fence);
191 buffer->fence = NULL;
192 }
193 buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
194 }
195
196 /* Context activation is done by the caller. */
197 static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
198 {
199 const struct wined3d_gl_info *gl_info = context->gl_info;
200 GLenum gl_usage = GL_STATIC_DRAW;
201 GLenum error;
202
203 TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
204 buffer, debug_d3dusage(buffer->resource.usage));
205
206 /* Make sure that the gl error is cleared. Do not use checkGLcall
207 * here because checkGLcall just prints a fixme and continues. However,
208 * if an error during VBO creation occurs we can fall back to non-VBO operation
209 * with full functionality(but performance loss).
210 */
211 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
212
213 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
214 * The vertex declaration from the device determines how the data in the
215 * buffer is interpreted. This means that on each draw call the buffer has
216 * to be verified to check if the rhw and color values are in the correct
217 * format. */
218
219 GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
220 error = gl_info->gl_ops.gl.p_glGetError();
221 if (!buffer->buffer_object || error != GL_NO_ERROR)
222 {
223 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
224 goto fail;
225 }
226
227 buffer_bind(buffer, context);
228 error = gl_info->gl_ops.gl.p_glGetError();
229 if (error != GL_NO_ERROR)
230 {
231 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
232 goto fail;
233 }
234
235 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
236 {
237 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
238 gl_usage = GL_STREAM_DRAW_ARB;
239
240 if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
241 {
242 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
243 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
244 checkGLcall("glBufferParameteriAPPLE");
245 buffer->flags |= WINED3D_BUFFER_APPLESYNC;
246 }
247 /* No setup is needed here for GL_ARB_map_buffer_range. */
248 }
249
250 GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage));
251 error = gl_info->gl_ops.gl.p_glGetError();
252 if (error != GL_NO_ERROR)
253 {
254 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
255 goto fail;
256 }
257
258 buffer->buffer_object_usage = gl_usage;
259 buffer_invalidate_bo_range(buffer, 0, 0);
260
261 return TRUE;
262
263 fail:
264 /* Clean up all BO init, but continue because we can work without a BO :-) */
265 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
266 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
267 buffer_destroy_buffer_object(buffer, context);
268 buffer_clear_dirty_areas(buffer);
269 return FALSE;
270 }
271
272 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
273 const enum wined3d_buffer_conversion_type conversion_type,
274 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
275 {
276 const struct wined3d_format *format = attrib->format;
277 BOOL ret = FALSE;
278 unsigned int i;
279 DWORD_PTR data;
280
281 /* Check for some valid situations which cause us pain. One is if the buffer is used for
282 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
283 * with different strides. In the 2nd case we might have to drop conversion entirely,
284 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
285 */
286 if (!attrib->stride)
287 {
288 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
289 debug_d3dformat(format->id));
290 }
291 else if (attrib->stride != *stride_this_run && *stride_this_run)
292 {
293 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
294 }
295 else
296 {
297 *stride_this_run = attrib->stride;
298 if (buffer->stride != *stride_this_run)
299 {
300 /* We rely that this happens only on the first converted attribute that is found,
301 * if at all. See above check
302 */
303 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
304 buffer->stride = *stride_this_run;
305 heap_free(buffer->conversion_map);
306 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
307 ret = TRUE;
308 }
309 }
310
311 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
312 for (i = 0; i < format->attribute_size; ++i)
313 {
314 DWORD_PTR idx = (data + i) % buffer->stride;
315 if (buffer->conversion_map[idx] != conversion_type)
316 {
317 TRACE("Byte %lu in vertex changed:\n", idx);
318 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
319 ret = TRUE;
320 buffer->conversion_map[idx] = conversion_type;
321 }
322 }
323
324 return ret;
325 }
326
327 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
328 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
329
330 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
331 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
332 {
333 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
334 enum wined3d_format_id format;
335 BOOL ret = FALSE;
336
337 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
338 * there, on nonexistent attribs the vbo is 0.
339 */
340 if (!(si->use_map & (1u << attrib_idx))
341 || state->streams[attrib->stream_idx].buffer != This)
342 return FALSE;
343
344 format = attrib->format->id;
345 /* Look for newly appeared conversion */
346 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
347 {
348 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
349 }
350 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
351 {
352 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
353 {
354 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
355 return FALSE;
356 }
357
358 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
359 }
360 else if (This->conversion_map)
361 {
362 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
363 }
364
365 return ret;
366 }
367
368 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
369 const struct wined3d_state *state, DWORD fixup_flags)
370 {
371 UINT stride_this_run = 0;
372 BOOL ret = FALSE;
373
374 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
375 * Once we have our declaration there is no need to look it up again. Index buffers also never need
376 * conversion, so once the (empty) conversion structure is created don't bother checking again
377 */
378 if (This->flags & WINED3D_BUFFER_HASDESC)
379 {
380 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
381 }
382
383 if (!fixup_flags)
384 {
385 TRACE("No fixup required.\n");
386 if(This->conversion_map)
387 {
388 heap_free(This->conversion_map);
389 This->conversion_map = NULL;
390 This->stride = 0;
391 return TRUE;
392 }
393
394 return FALSE;
395 }
396
397 TRACE("Finding vertex buffer conversion information\n");
398 /* Certain declaration types need some fixups before we can pass them to
399 * opengl. This means D3DCOLOR attributes with fixed function vertex
400 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
401 * GL_ARB_half_float_vertex is not supported.
402 *
403 * Note for d3d8 and d3d9:
404 * The vertex buffer FVF doesn't help with finding them, we have to use
405 * the decoded vertex declaration and pick the things that concern the
406 * current buffer. A problem with this is that this can change between
407 * draws, so we have to validate the information and reprocess the buffer
408 * if it changes, and avoid false positives for performance reasons.
409 * WineD3D doesn't even know the vertex buffer any more, it is managed
410 * by the client libraries and passed to SetStreamSource and ProcessVertices
411 * as needed.
412 *
413 * We have to distinguish between vertex shaders and fixed function to
414 * pick the way we access the strided vertex information.
415 *
416 * This code sets up a per-byte array with the size of the detected
417 * stride of the arrays in the buffer. For each byte we have a field
418 * that marks the conversion needed on this byte. For example, the
419 * following declaration with fixed function vertex processing:
420 *
421 * POSITIONT, FLOAT4
422 * NORMAL, FLOAT3
423 * DIFFUSE, FLOAT16_4
424 * SPECULAR, D3DCOLOR
425 *
426 * Will result in
427 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
428 * [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]
429 *
430 * Where in this example map P means 4 component position conversion, 0
431 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
432 * conversion (red / blue swizzle).
433 *
434 * If we're doing conversion and the stride changes we have to reconvert
435 * the whole buffer. Note that we do not mind if the semantic changes,
436 * we only care for the conversion type. So if the NORMAL is replaced
437 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
438 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
439 * conversion types depend on the semantic as well, for example a FLOAT4
440 * texcoord needs no conversion while a FLOAT4 positiont needs one
441 */
442
443 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
444 fixup_flags, &stride_this_run) || ret;
445 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
446
447 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
448 fixup_flags, &stride_this_run) || ret;
449 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
450 fixup_flags, &stride_this_run) || ret;
451 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
452 fixup_flags, &stride_this_run) || ret;
453 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
454 fixup_flags, &stride_this_run) || ret;
455 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
456 fixup_flags, &stride_this_run) || ret;
457 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
458 fixup_flags, &stride_this_run) || ret;
459 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
460 fixup_flags, &stride_this_run) || ret;
461 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
462 fixup_flags, &stride_this_run) || ret;
463 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
464 fixup_flags, &stride_this_run) || ret;
465 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
466 fixup_flags, &stride_this_run) || ret;
467 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
468 fixup_flags, &stride_this_run) || ret;
469 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
470 fixup_flags, &stride_this_run) || ret;
471 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
472 fixup_flags, &stride_this_run) || ret;
473
474 if (!stride_this_run && This->conversion_map)
475 {
476 /* Sanity test */
477 if (!ret)
478 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
479 heap_free(This->conversion_map);
480 This->conversion_map = NULL;
481 This->stride = 0;
482 }
483
484 if (ret) TRACE("Conversion information changed\n");
485
486 return ret;
487 }
488
489 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
490 {
491 DWORD src_color = *dst_color;
492
493 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
494 * endianness. If we want this to work on big-endian machines as well we
495 * have to consider more things.
496 *
497 * 0xff000000: Alpha mask
498 * 0x00ff0000: Blue mask
499 * 0x0000ff00: Green mask
500 * 0x000000ff: Red mask
501 */
502 *dst_color = 0;
503 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
504 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
505 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
506
507 return sizeof(*dst_color);
508 }
509
510 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
511 {
512 /* rhw conversion like in position_float4(). */
513 if (p->w != 1.0f && p->w != 0.0f)
514 {
515 float w = 1.0f / p->w;
516 p->x *= w;
517 p->y *= w;
518 p->z *= w;
519 p->w = w;
520 }
521
522 return sizeof(*p);
523 }
524
525 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
526 {
527 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
528
529 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
530
531 return refcount;
532 }
533
534 /* Context activation is done by the caller. */
535 static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
536 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges)
537 {
538 const struct wined3d_gl_info *gl_info = context->gl_info;
539 const struct wined3d_map_range *range;
540
541 buffer_bind(buffer, context);
542
543 while (range_count--)
544 {
545 range = &ranges[range_count];
546 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
547 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
548 }
549 checkGLcall("glBufferSubData");
550 }
551
552 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
553 {
554 unsigned int i, j, range_idx, start, end, vertex_count;
555 BYTE *data;
556
557 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
558 {
559 ERR("Failed to load system memory.\n");
560 return;
561 }
562 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
563
564 /* Now for each vertex in the buffer that needs conversion. */
565 vertex_count = buffer->resource.size / buffer->stride;
566
567 if (!(data = heap_alloc(buffer->resource.size)))
568 {
569 ERR("Out of memory.\n");
570 return;
571 }
572
573 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
574 {
575 start = buffer->maps[range_idx].offset;
576 end = start + buffer->maps[range_idx].size;
577
578 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
579 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
580 {
581 for (j = 0; j < buffer->stride;)
582 {
583 switch (buffer->conversion_map[j])
584 {
585 case CONV_NONE:
586 /* Done already */
587 j += sizeof(DWORD);
588 break;
589 case CONV_D3DCOLOR:
590 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
591 break;
592 case CONV_POSITIONT:
593 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
594 break;
595 default:
596 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
597 ++j;
598 }
599 }
600 }
601 }
602
603 wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps);
604
605 heap_free(data);
606 }
607
608 static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
609 struct wined3d_context *context, DWORD location)
610 {
611 switch (location)
612 {
613 case WINED3D_LOCATION_SYSMEM:
614 if (buffer->resource.heap_memory)
615 return TRUE;
616
617 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
618 return FALSE;
619 return TRUE;
620
621 case WINED3D_LOCATION_BUFFER:
622 if (buffer->buffer_object)
623 return TRUE;
624
625 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
626 {
627 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
628 return FALSE;
629 }
630 return buffer_create_buffer_object(buffer, context);
631
632 default:
633 ERR("Invalid location %s.\n", wined3d_debug_location(location));
634 return FALSE;
635 }
636 }
637
638 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
639 struct wined3d_context *context, DWORD location)
640 {
641 const struct wined3d_gl_info *gl_info = context->gl_info;
642
643 TRACE("buffer %p, context %p, location %s.\n",
644 buffer, context, wined3d_debug_location(location));
645
646 if (buffer->locations & location)
647 {
648 TRACE("Location (%#x) is already up to date.\n", location);
649 return TRUE;
650 }
651
652 if (!buffer->locations)
653 {
654 ERR("Buffer %p does not have any up to date location.\n", buffer);
655 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
656 return wined3d_buffer_load_location(buffer, context, location);
657 }
658
659 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
660
661 if (!wined3d_buffer_prepare_location(buffer, context, location))
662 return FALSE;
663
664 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
665 {
666 TRACE("Buffer previously discarded, nothing to do.\n");
667 wined3d_buffer_validate_location(buffer, location);
668 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
669 return TRUE;
670 }
671
672 switch (location)
673 {
674 case WINED3D_LOCATION_SYSMEM:
675 buffer_bind(buffer, context);
676 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
677 buffer->resource.heap_memory));
678 checkGLcall("buffer download");
679 break;
680
681 case WINED3D_LOCATION_BUFFER:
682 if (!buffer->conversion_map)
683 wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
684 0, buffer->modified_areas, buffer->maps);
685 else
686 buffer_conversion_upload(buffer, context);
687 break;
688
689 default:
690 ERR("Invalid location %s.\n", wined3d_debug_location(location));
691 return FALSE;
692 }
693
694 wined3d_buffer_validate_location(buffer, location);
695 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
696 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
697 wined3d_buffer_evict_sysmem(buffer);
698
699 return TRUE;
700 }
701
702 /* Context activation is done by the caller. */
703 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
704 {
705 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
706 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
707 return buffer->resource.heap_memory;
708 }
709
710 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
711 struct wined3d_bo_address *data, DWORD locations)
712 {
713 TRACE("buffer %p, data %p, locations %s.\n",
714 buffer, data, wined3d_debug_location(locations));
715
716 if (locations & WINED3D_LOCATION_BUFFER)
717 {
718 data->buffer_object = buffer->buffer_object;
719 data->addr = NULL;
720 return WINED3D_LOCATION_BUFFER;
721 }
722 if (locations & WINED3D_LOCATION_SYSMEM)
723 {
724 data->buffer_object = 0;
725 data->addr = buffer->resource.heap_memory;
726 return WINED3D_LOCATION_SYSMEM;
727 }
728
729 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
730 data->buffer_object = 0;
731 data->addr = NULL;
732 return 0;
733 }
734
735 static void buffer_unload(struct wined3d_resource *resource)
736 {
737 struct wined3d_buffer *buffer = buffer_from_resource(resource);
738
739 TRACE("buffer %p.\n", buffer);
740
741 if (buffer->buffer_object)
742 {
743 struct wined3d_context *context;
744
745 context = context_acquire(resource->device, NULL, 0);
746
747 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
748 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
749 buffer_destroy_buffer_object(buffer, context);
750 buffer_clear_dirty_areas(buffer);
751
752 context_release(context);
753
754 heap_free(buffer->conversion_map);
755 buffer->conversion_map = NULL;
756 buffer->stride = 0;
757 buffer->conversion_stride = 0;
758 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
759 }
760
761 resource_unload(resource);
762 }
763
764 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
765 {
766 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
767 buffer_unload(&buffer->resource);
768 }
769
770 static void wined3d_buffer_destroy_object(void *object)
771 {
772 struct wined3d_buffer *buffer = object;
773 struct wined3d_context *context;
774
775 if (buffer->buffer_object)
776 {
777 context = context_acquire(buffer->resource.device, NULL, 0);
778 buffer_destroy_buffer_object(buffer, context);
779 context_release(context);
780
781 heap_free(buffer->conversion_map);
782 }
783
784 heap_free(buffer->maps);
785 heap_free(buffer);
786 }
787
788 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
789 {
790 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
791
792 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
793
794 if (!refcount)
795 {
796 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
797 resource_cleanup(&buffer->resource);
798 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
799 }
800
801 return refcount;
802 }
803
804 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
805 {
806 TRACE("buffer %p.\n", buffer);
807
808 return buffer->resource.parent;
809 }
810
811 /* The caller provides a context and binds the buffer */
812 static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info)
813 {
814 enum wined3d_fence_result ret;
815 HRESULT hr;
816
817 /* No fencing needs to be done if the app promises not to overwrite
818 * existing data. */
819 if (flags & WINED3D_MAP_NOOVERWRITE)
820 return;
821
822 if (flags & WINED3D_MAP_DISCARD)
823 {
824 GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage));
825 checkGLcall("glBufferData");
826 return;
827 }
828
829 if (!buffer->fence)
830 {
831 TRACE("Creating fence for buffer %p.\n", buffer);
832
833 if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence)))
834 {
835 if (hr == WINED3DERR_NOTAVAILABLE)
836 FIXME("Fences not supported, dropping async buffer locks.\n");
837 else
838 ERR("Failed to create fence, hr %#x.\n", hr);
839 goto drop_fence;
840 }
841
842 /* Since we don't know about old draws a glFinish is needed once */
843 gl_info->gl_ops.gl.p_glFinish();
844 return;
845 }
846
847 TRACE("Synchronizing buffer %p.\n", buffer);
848 ret = wined3d_fence_wait(buffer->fence, buffer->resource.device);
849 switch (ret)
850 {
851 case WINED3D_FENCE_NOT_STARTED:
852 case WINED3D_FENCE_OK:
853 /* All done */
854 return;
855
856 case WINED3D_FENCE_WRONG_THREAD:
857 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
858 goto drop_fence;
859
860 default:
861 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
862 goto drop_fence;
863 }
864
865 drop_fence:
866 if (buffer->fence)
867 {
868 wined3d_fence_destroy(buffer->fence);
869 buffer->fence = NULL;
870 }
871
872 gl_info->gl_ops.gl.p_glFinish();
873 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
874 checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
875 buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
876 }
877
878 static void buffer_mark_used(struct wined3d_buffer *buffer)
879 {
880 buffer->flags &= ~WINED3D_BUFFER_DISCARD;
881 }
882
883 /* Context activation is done by the caller. */
884 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
885 const struct wined3d_state *state)
886 {
887 const struct wined3d_gl_info *gl_info = context->gl_info;
888 BOOL decl_changed = FALSE;
889
890 TRACE("buffer %p.\n", buffer);
891
892 if (buffer->resource.map_count)
893 {
894 WARN("Buffer is mapped, skipping preload.\n");
895 return;
896 }
897
898 buffer_mark_used(buffer);
899
900 /* TODO: Make converting independent from VBOs */
901 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
902 {
903 /* Not doing any conversion */
904 return;
905 }
906
907 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
908 {
909 ERR("Failed to prepare buffer location.\n");
910 return;
911 }
912
913 /* Reading the declaration makes only sense if we have valid state information
914 * (i.e., if this function is called during draws). */
915 if (state)
916 {
917 DWORD fixup_flags = 0;
918
919 if (!use_vs(state))
920 {
921 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
922 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
923 if (!context->d3d_info->xyzrhw)
924 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
925 }
926
927 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
928 buffer->flags |= WINED3D_BUFFER_HASDESC;
929 }
930
931 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
932 {
933 ++buffer->draw_count;
934 if (buffer->draw_count > VB_RESETDECLCHANGE)
935 buffer->decl_change_count = 0;
936 if (buffer->draw_count > VB_RESETFULLCONVS)
937 buffer->full_conversion_count = 0;
938 return;
939 }
940
941 /* If applications change the declaration over and over, reconverting all the time is a huge
942 * performance hit. So count the declaration changes and release the VBO if there are too many
943 * of them (and thus stop converting)
944 */
945 if (decl_changed)
946 {
947 ++buffer->decl_change_count;
948 buffer->draw_count = 0;
949
950 if (buffer->decl_change_count > VB_MAXDECLCHANGES
951 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
952 {
953 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
954 wined3d_buffer_drop_bo(buffer);
955 return;
956 }
957
958 /* The declaration changed, reload the whole buffer. */
959 WARN("Reloading buffer because of a vertex declaration change.\n");
960 buffer_invalidate_bo_range(buffer, 0, 0);
961 }
962 else
963 {
964 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
965 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
966 * decl changes and reset the decl change count after a specific number of them
967 */
968 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
969 {
970 ++buffer->full_conversion_count;
971 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
972 {
973 FIXME("Too many full buffer conversions, stopping converting.\n");
974 wined3d_buffer_drop_bo(buffer);
975 return;
976 }
977 }
978 else
979 {
980 ++buffer->draw_count;
981 if (buffer->draw_count > VB_RESETDECLCHANGE)
982 buffer->decl_change_count = 0;
983 if (buffer->draw_count > VB_RESETFULLCONVS)
984 buffer->full_conversion_count = 0;
985 }
986 }
987
988 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
989 ERR("Failed to load buffer location.\n");
990 }
991
992 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
993 {
994 TRACE("buffer %p.\n", buffer);
995
996 return &buffer->resource;
997 }
998
999 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1000 {
1001 struct wined3d_device *device = buffer->resource.device;
1002 struct wined3d_context *context;
1003 LONG count;
1004 BYTE *base;
1005
1006 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
1007
1008 count = ++buffer->resource.map_count;
1009
1010 if (buffer->buffer_object)
1011 {
1012 unsigned int dirty_offset = offset, dirty_size = size;
1013
1014 /* DISCARD invalidates the entire buffer, regardless of the specified
1015 * offset and size. Some applications also depend on the entire buffer
1016 * being uploaded in that case. Two such applications are Port Royale
1017 * and Darkstar One. */
1018 if (flags & WINED3D_MAP_DISCARD)
1019 {
1020 dirty_offset = 0;
1021 dirty_size = 0;
1022 }
1023
1024 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
1025 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
1026 || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
1027 {
1028 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1029 {
1030 context = context_acquire(device, NULL, 0);
1031 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1032 context_release(context);
1033 }
1034
1035 if (flags & WINED3D_MAP_WRITE)
1036 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1037 }
1038 else
1039 {
1040 const struct wined3d_gl_info *gl_info;
1041
1042 context = context_acquire(device, NULL, 0);
1043 gl_info = context->gl_info;
1044
1045 if (flags & WINED3D_MAP_DISCARD)
1046 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1047 else
1048 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1049
1050 if (flags & WINED3D_MAP_WRITE)
1051 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1052
1053 if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
1054 wined3d_buffer_evict_sysmem(buffer);
1055
1056 if (count == 1)
1057 {
1058 buffer_bind(buffer, context);
1059
1060 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1061 * multitexture fill rate test seems to depend on this. When
1062 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1063 * driver is free to discard the previous contents of the
1064 * buffer. The r600g driver only does this when the buffer is
1065 * currently in use, while the proprietary NVIDIA driver
1066 * appears to do this unconditionally. */
1067 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1068 flags &= ~WINED3D_MAP_DISCARD;
1069
1070 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1071 {
1072 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
1073 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1074 0, buffer->resource.size, mapflags));
1075 checkGLcall("glMapBufferRange");
1076 }
1077 else
1078 {
1079 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1080 buffer_sync_apple(buffer, flags, gl_info);
1081 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
1082 GL_READ_WRITE));
1083 checkGLcall("glMapBuffer");
1084 }
1085
1086 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1087 {
1088 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1089
1090 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1091 checkGLcall("glUnmapBuffer");
1092 buffer->map_ptr = NULL;
1093
1094 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1095 {
1096 /* The extra copy is more expensive than not using VBOs at
1097 * all on the Nvidia Linux driver, which is the only driver
1098 * that returns unaligned pointers.
1099 */
1100 TRACE("Dynamic buffer, dropping VBO.\n");
1101 wined3d_buffer_drop_bo(buffer);
1102 }
1103 else
1104 {
1105 TRACE("Falling back to doublebuffered operation.\n");
1106 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1107 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1108 }
1109 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1110 }
1111 }
1112
1113 context_release(context);
1114 }
1115
1116 if (flags & WINED3D_MAP_DISCARD)
1117 buffer->flags |= WINED3D_BUFFER_DISCARD;
1118 }
1119
1120 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1121 *data = base + offset;
1122
1123 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1124 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1125
1126 return WINED3D_OK;
1127 }
1128
1129 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1130 {
1131 ULONG i;
1132
1133 TRACE("buffer %p.\n", buffer);
1134
1135 /* In the case that the number of Unmap calls > the
1136 * number of Map calls, d3d returns always D3D_OK.
1137 * This is also needed to prevent Map from returning garbage on
1138 * the next call (this will happen if the lock_count is < 0). */
1139 if (!buffer->resource.map_count)
1140 {
1141 WARN("Unmap called without a previous map call.\n");
1142 return;
1143 }
1144
1145 if (--buffer->resource.map_count)
1146 {
1147 /* Delay loading the buffer until everything is unlocked */
1148 TRACE("Ignoring unmap.\n");
1149 return;
1150 }
1151
1152 if (buffer->map_ptr)
1153 {
1154 struct wined3d_device *device = buffer->resource.device;
1155 const struct wined3d_gl_info *gl_info;
1156 struct wined3d_context *context;
1157
1158 context = context_acquire(device, NULL, 0);
1159 gl_info = context->gl_info;
1160
1161 buffer_bind(buffer, context);
1162
1163 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1164 {
1165 for (i = 0; i < buffer->modified_areas; ++i)
1166 {
1167 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1168 buffer->maps[i].offset, buffer->maps[i].size));
1169 checkGLcall("glFlushMappedBufferRange");
1170 }
1171 }
1172 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1173 {
1174 for (i = 0; i < buffer->modified_areas; ++i)
1175 {
1176 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1177 buffer->maps[i].offset, buffer->maps[i].size));
1178 checkGLcall("glFlushMappedBufferRangeAPPLE");
1179 }
1180 }
1181
1182 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1183 context_release(context);
1184
1185 buffer_clear_dirty_areas(buffer);
1186 buffer->map_ptr = NULL;
1187 }
1188 }
1189
1190 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1191 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1192 {
1193 struct wined3d_bo_address dst, src;
1194 struct wined3d_context *context;
1195 DWORD dst_location;
1196
1197 buffer_mark_used(dst_buffer);
1198 buffer_mark_used(src_buffer);
1199
1200 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1201 dst.addr += dst_offset;
1202
1203 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1204 src.addr += src_offset;
1205
1206 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1207 context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint,
1208 &src, src_buffer->buffer_type_hint, size);
1209 context_release(context);
1210
1211 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1212 }
1213
1214 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
1215 const struct wined3d_box *box, const void *data)
1216 {
1217 struct wined3d_map_range range;
1218
1219 if (box)
1220 {
1221 range.offset = box->left;
1222 range.size = box->right - box->left;
1223 }
1224 else
1225 {
1226 range.offset = 0;
1227 range.size = buffer->resource.size;
1228 }
1229
1230 wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
1231 }
1232
1233 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1234 {
1235 return wined3d_buffer_incref(buffer_from_resource(resource));
1236 }
1237
1238 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1239 {
1240 return wined3d_buffer_decref(buffer_from_resource(resource));
1241 }
1242
1243 static void buffer_resource_preload(struct wined3d_resource *resource)
1244 {
1245 struct wined3d_context *context;
1246
1247 context = context_acquire(resource->device, NULL, 0);
1248 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1249 context_release(context);
1250 }
1251
1252 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1253 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1254 {
1255 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1256 UINT offset, size;
1257
1258 if (sub_resource_idx)
1259 {
1260 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1261 return E_INVALIDARG;
1262 }
1263
1264 if (box)
1265 {
1266 offset = box->left;
1267 size = box->right - box->left;
1268 }
1269 else
1270 {
1271 offset = size = 0;
1272 }
1273
1274 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1275 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1276 }
1277
1278 static HRESULT buffer_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1279 struct wined3d_map_info *info, DWORD flags)
1280 {
1281 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1282
1283 if (sub_resource_idx)
1284 {
1285 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1286 return E_INVALIDARG;
1287 }
1288
1289 info->row_pitch = buffer->desc.byte_width;
1290 info->slice_pitch = buffer->desc.byte_width;
1291 info->size = buffer->resource.size;
1292
1293 return WINED3D_OK;
1294 }
1295
1296 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1297 {
1298 if (sub_resource_idx)
1299 {
1300 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1301 return E_INVALIDARG;
1302 }
1303
1304 wined3d_buffer_unmap(buffer_from_resource(resource));
1305 return WINED3D_OK;
1306 }
1307
1308 static const struct wined3d_resource_ops buffer_resource_ops =
1309 {
1310 buffer_resource_incref,
1311 buffer_resource_decref,
1312 buffer_resource_preload,
1313 buffer_unload,
1314 buffer_resource_sub_resource_map,
1315 buffer_resource_sub_resource_map_info,
1316 buffer_resource_sub_resource_unmap,
1317 };
1318
1319 static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
1320 unsigned int bind_flags)
1321 {
1322 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1323 return GL_ELEMENT_ARRAY_BUFFER;
1324
1325 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
1326 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1327 return GL_TEXTURE_BUFFER;
1328
1329 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1330 return GL_UNIFORM_BUFFER;
1331
1332 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1333 return GL_TRANSFORM_FEEDBACK_BUFFER;
1334
1335 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1336 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1337
1338 return GL_ARRAY_BUFFER;
1339 }
1340
1341 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1342 UINT size, DWORD usage, enum wined3d_format_id format_id, unsigned int access, unsigned int bind_flags,
1343 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1344 {
1345 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1346 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage);
1347 BOOL dynamic_buffer_ok;
1348 HRESULT hr;
1349
1350 if (!size)
1351 {
1352 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1353 return E_INVALIDARG;
1354 }
1355
1356 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1357 {
1358 WARN("Size %#x is not suitably aligned for constant buffers.\n", size);
1359 return E_INVALIDARG;
1360 }
1361
1362 if (data && !data->data)
1363 {
1364 WARN("Invalid sub-resource data specified.\n");
1365 return E_INVALIDARG;
1366 }
1367
1368 if (FAILED(hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE,
1369 0, usage, access, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops)))
1370 {
1371 WARN("Failed to initialize resource, hr %#x.\n", hr);
1372 return hr;
1373 }
1374 buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
1375 buffer->bind_flags = bind_flags;
1376 buffer->locations = WINED3D_LOCATION_SYSMEM;
1377
1378 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
1379 return E_OUTOFMEMORY;
1380
1381 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1382 buffer, buffer->resource.size, buffer->resource.usage,
1383 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
1384
1385 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1386 || wined3d_resource_access_is_managed(access))
1387 {
1388 /* SWvp and managed buffers always return the same pointer in buffer
1389 * maps and retain data in DISCARD maps. Keep a system memory copy of
1390 * the buffer to provide the same behavior to the application. */
1391 TRACE("Using doublebuffer mode.\n");
1392 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1393 }
1394
1395 /* Observations show that draw_primitive_immediate_mode() is faster on
1396 * dynamic vertex buffers than converting + draw_primitive_arrays().
1397 * (Half-Life 2 and others.) */
1398 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1399
1400 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1401 {
1402 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1403 }
1404 else if (!(access & WINED3D_RESOURCE_ACCESS_GPU))
1405 {
1406 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1407 }
1408 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1409 {
1410 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1411 }
1412 else
1413 {
1414 buffer->flags |= WINED3D_BUFFER_USE_BO;
1415 }
1416
1417 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1418 {
1419 ERR("Out of memory.\n");
1420 buffer_unload(&buffer->resource);
1421 resource_cleanup(&buffer->resource);
1422 wined3d_resource_wait_idle(&buffer->resource);
1423 return E_OUTOFMEMORY;
1424 }
1425 buffer->maps_size = 1;
1426
1427 if (data)
1428 wined3d_device_update_sub_resource(device, &buffer->resource,
1429 0, NULL, data->data, data->row_pitch, data->slice_pitch, 0);
1430
1431 return WINED3D_OK;
1432 }
1433
1434 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1435 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1436 struct wined3d_buffer **buffer)
1437 {
1438 struct wined3d_buffer *object;
1439 HRESULT hr;
1440
1441 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1442 device, desc, data, parent, parent_ops, buffer);
1443
1444 if (!(object = heap_alloc_zero(sizeof(*object))))
1445 return E_OUTOFMEMORY;
1446
1447 if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1448 desc->access, desc->bind_flags, data, parent, parent_ops)))
1449 {
1450 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1451 heap_free(object);
1452 return hr;
1453 }
1454 object->desc = *desc;
1455
1456 TRACE("Created buffer %p.\n", object);
1457
1458 *buffer = object;
1459
1460 return WINED3D_OK;
1461 }