[0.4.13] Avoid regressions CORE-14955 "Ddraw fullscreen crashes", CORE-15652
[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 {
619 ERR("Failed to allocate system memory.\n");
620 return FALSE;
621 }
622 return TRUE;
623
624 case WINED3D_LOCATION_BUFFER:
625 if (buffer->buffer_object)
626 return TRUE;
627
628 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
629 {
630 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
631 return FALSE;
632 }
633 return buffer_create_buffer_object(buffer, context);
634
635 default:
636 ERR("Invalid location %s.\n", wined3d_debug_location(location));
637 return FALSE;
638 }
639 }
640
641 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
642 struct wined3d_context *context, DWORD location)
643 {
644 const struct wined3d_gl_info *gl_info = context->gl_info;
645
646 TRACE("buffer %p, context %p, location %s.\n",
647 buffer, context, wined3d_debug_location(location));
648
649 if (buffer->locations & location)
650 {
651 TRACE("Location (%#x) is already up to date.\n", location);
652 return TRUE;
653 }
654
655 if (!buffer->locations)
656 {
657 ERR("Buffer %p does not have any up to date location.\n", buffer);
658 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
659 return wined3d_buffer_load_location(buffer, context, location);
660 }
661
662 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
663
664 if (!wined3d_buffer_prepare_location(buffer, context, location))
665 return FALSE;
666
667 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
668 {
669 TRACE("Buffer previously discarded, nothing to do.\n");
670 wined3d_buffer_validate_location(buffer, location);
671 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
672 return TRUE;
673 }
674
675 switch (location)
676 {
677 case WINED3D_LOCATION_SYSMEM:
678 buffer_bind(buffer, context);
679 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
680 buffer->resource.heap_memory));
681 checkGLcall("buffer download");
682 break;
683
684 case WINED3D_LOCATION_BUFFER:
685 if (!buffer->conversion_map)
686 wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
687 0, buffer->modified_areas, buffer->maps);
688 else
689 buffer_conversion_upload(buffer, context);
690 break;
691
692 default:
693 ERR("Invalid location %s.\n", wined3d_debug_location(location));
694 return FALSE;
695 }
696
697 wined3d_buffer_validate_location(buffer, location);
698 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
699 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
700 wined3d_buffer_evict_sysmem(buffer);
701
702 return TRUE;
703 }
704
705 /* Context activation is done by the caller. */
706 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
707 {
708 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
709 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
710 return buffer->resource.heap_memory;
711 }
712
713 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
714 struct wined3d_bo_address *data, DWORD locations)
715 {
716 TRACE("buffer %p, data %p, locations %s.\n",
717 buffer, data, wined3d_debug_location(locations));
718
719 if (locations & WINED3D_LOCATION_BUFFER)
720 {
721 data->buffer_object = buffer->buffer_object;
722 data->addr = NULL;
723 return WINED3D_LOCATION_BUFFER;
724 }
725 if (locations & WINED3D_LOCATION_SYSMEM)
726 {
727 data->buffer_object = 0;
728 data->addr = buffer->resource.heap_memory;
729 return WINED3D_LOCATION_SYSMEM;
730 }
731
732 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
733 data->buffer_object = 0;
734 data->addr = NULL;
735 return 0;
736 }
737
738 static void buffer_unload(struct wined3d_resource *resource)
739 {
740 struct wined3d_buffer *buffer = buffer_from_resource(resource);
741
742 TRACE("buffer %p.\n", buffer);
743
744 if (buffer->buffer_object)
745 {
746 struct wined3d_context *context;
747
748 context = context_acquire(resource->device, NULL, 0);
749
750 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
751 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
752 buffer_destroy_buffer_object(buffer, context);
753 buffer_clear_dirty_areas(buffer);
754
755 context_release(context);
756
757 heap_free(buffer->conversion_map);
758 buffer->conversion_map = NULL;
759 buffer->stride = 0;
760 buffer->conversion_stride = 0;
761 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
762 }
763
764 resource_unload(resource);
765 }
766
767 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
768 {
769 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
770 buffer_unload(&buffer->resource);
771 }
772
773 static void wined3d_buffer_destroy_object(void *object)
774 {
775 struct wined3d_buffer *buffer = object;
776 struct wined3d_context *context;
777
778 if (buffer->buffer_object)
779 {
780 context = context_acquire(buffer->resource.device, NULL, 0);
781 buffer_destroy_buffer_object(buffer, context);
782 context_release(context);
783
784 heap_free(buffer->conversion_map);
785 }
786
787 heap_free(buffer->maps);
788 heap_free(buffer);
789 }
790
791 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
792 {
793 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
794
795 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
796
797 if (!refcount)
798 {
799 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
800 resource_cleanup(&buffer->resource);
801 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
802 }
803
804 return refcount;
805 }
806
807 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
808 {
809 TRACE("buffer %p.\n", buffer);
810
811 return buffer->resource.parent;
812 }
813
814 /* The caller provides a context and binds the buffer */
815 static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info)
816 {
817 enum wined3d_fence_result ret;
818 HRESULT hr;
819
820 /* No fencing needs to be done if the app promises not to overwrite
821 * existing data. */
822 if (flags & WINED3D_MAP_NOOVERWRITE)
823 return;
824
825 if (flags & WINED3D_MAP_DISCARD)
826 {
827 GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage));
828 checkGLcall("glBufferData");
829 return;
830 }
831
832 if (!buffer->fence)
833 {
834 TRACE("Creating fence for buffer %p.\n", buffer);
835
836 if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence)))
837 {
838 if (hr == WINED3DERR_NOTAVAILABLE)
839 FIXME("Fences not supported, dropping async buffer locks.\n");
840 else
841 ERR("Failed to create fence, hr %#x.\n", hr);
842 goto drop_fence;
843 }
844
845 /* Since we don't know about old draws a glFinish is needed once */
846 gl_info->gl_ops.gl.p_glFinish();
847 return;
848 }
849
850 TRACE("Synchronizing buffer %p.\n", buffer);
851 ret = wined3d_fence_wait(buffer->fence, buffer->resource.device);
852 switch (ret)
853 {
854 case WINED3D_FENCE_NOT_STARTED:
855 case WINED3D_FENCE_OK:
856 /* All done */
857 return;
858
859 case WINED3D_FENCE_WRONG_THREAD:
860 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
861 goto drop_fence;
862
863 default:
864 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
865 goto drop_fence;
866 }
867
868 drop_fence:
869 if (buffer->fence)
870 {
871 wined3d_fence_destroy(buffer->fence);
872 buffer->fence = NULL;
873 }
874
875 gl_info->gl_ops.gl.p_glFinish();
876 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
877 checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
878 buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
879 }
880
881 static void buffer_mark_used(struct wined3d_buffer *buffer)
882 {
883 buffer->flags &= ~WINED3D_BUFFER_DISCARD;
884 }
885
886 /* Context activation is done by the caller. */
887 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
888 const struct wined3d_state *state)
889 {
890 const struct wined3d_gl_info *gl_info = context->gl_info;
891 BOOL decl_changed = FALSE;
892
893 TRACE("buffer %p.\n", buffer);
894
895 if (buffer->resource.map_count)
896 {
897 WARN("Buffer is mapped, skipping preload.\n");
898 return;
899 }
900
901 buffer_mark_used(buffer);
902
903 /* TODO: Make converting independent from VBOs */
904 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
905 {
906 /* Not doing any conversion */
907 return;
908 }
909
910 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
911 {
912 ERR("Failed to prepare buffer location.\n");
913 return;
914 }
915
916 /* Reading the declaration makes only sense if we have valid state information
917 * (i.e., if this function is called during draws). */
918 if (state)
919 {
920 DWORD fixup_flags = 0;
921
922 if (!use_vs(state))
923 {
924 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
925 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
926 if (!context->d3d_info->xyzrhw)
927 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
928 }
929
930 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
931 buffer->flags |= WINED3D_BUFFER_HASDESC;
932 }
933
934 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
935 {
936 ++buffer->draw_count;
937 if (buffer->draw_count > VB_RESETDECLCHANGE)
938 buffer->decl_change_count = 0;
939 if (buffer->draw_count > VB_RESETFULLCONVS)
940 buffer->full_conversion_count = 0;
941 return;
942 }
943
944 /* If applications change the declaration over and over, reconverting all the time is a huge
945 * performance hit. So count the declaration changes and release the VBO if there are too many
946 * of them (and thus stop converting)
947 */
948 if (decl_changed)
949 {
950 ++buffer->decl_change_count;
951 buffer->draw_count = 0;
952
953 if (buffer->decl_change_count > VB_MAXDECLCHANGES
954 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
955 {
956 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
957 wined3d_buffer_drop_bo(buffer);
958 return;
959 }
960
961 /* The declaration changed, reload the whole buffer. */
962 WARN("Reloading buffer because of a vertex declaration change.\n");
963 buffer_invalidate_bo_range(buffer, 0, 0);
964 }
965 else
966 {
967 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
968 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
969 * decl changes and reset the decl change count after a specific number of them
970 */
971 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
972 {
973 ++buffer->full_conversion_count;
974 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
975 {
976 FIXME("Too many full buffer conversions, stopping converting.\n");
977 wined3d_buffer_drop_bo(buffer);
978 return;
979 }
980 }
981 else
982 {
983 ++buffer->draw_count;
984 if (buffer->draw_count > VB_RESETDECLCHANGE)
985 buffer->decl_change_count = 0;
986 if (buffer->draw_count > VB_RESETFULLCONVS)
987 buffer->full_conversion_count = 0;
988 }
989 }
990
991 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
992 ERR("Failed to load buffer location.\n");
993 }
994
995 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
996 {
997 TRACE("buffer %p.\n", buffer);
998
999 return &buffer->resource;
1000 }
1001
1002 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1003 {
1004 struct wined3d_device *device = buffer->resource.device;
1005 struct wined3d_context *context;
1006 LONG count;
1007 BYTE *base;
1008
1009 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
1010
1011 count = ++buffer->resource.map_count;
1012
1013 if (buffer->buffer_object)
1014 {
1015 unsigned int dirty_offset = offset, dirty_size = size;
1016
1017 /* DISCARD invalidates the entire buffer, regardless of the specified
1018 * offset and size. Some applications also depend on the entire buffer
1019 * being uploaded in that case. Two such applications are Port Royale
1020 * and Darkstar One. */
1021 if (flags & WINED3D_MAP_DISCARD)
1022 {
1023 dirty_offset = 0;
1024 dirty_size = 0;
1025 }
1026
1027 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
1028 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
1029 || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
1030 {
1031 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1032 {
1033 context = context_acquire(device, NULL, 0);
1034 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1035 context_release(context);
1036 }
1037
1038 if (flags & WINED3D_MAP_WRITE)
1039 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1040 }
1041 else
1042 {
1043 const struct wined3d_gl_info *gl_info;
1044
1045 context = context_acquire(device, NULL, 0);
1046 gl_info = context->gl_info;
1047
1048 if (flags & WINED3D_MAP_DISCARD)
1049 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1050 else
1051 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1052
1053 if (flags & WINED3D_MAP_WRITE)
1054 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1055
1056 if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
1057 wined3d_buffer_evict_sysmem(buffer);
1058
1059 if (count == 1)
1060 {
1061 buffer_bind(buffer, context);
1062
1063 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1064 * multitexture fill rate test seems to depend on this. When
1065 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1066 * driver is free to discard the previous contents of the
1067 * buffer. The r600g driver only does this when the buffer is
1068 * currently in use, while the proprietary NVIDIA driver
1069 * appears to do this unconditionally. */
1070 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1071 flags &= ~WINED3D_MAP_DISCARD;
1072
1073 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1074 {
1075 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
1076 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1077 0, buffer->resource.size, mapflags));
1078 checkGLcall("glMapBufferRange");
1079 }
1080 else
1081 {
1082 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1083 buffer_sync_apple(buffer, flags, gl_info);
1084 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
1085 GL_READ_WRITE));
1086 checkGLcall("glMapBuffer");
1087 }
1088
1089 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1090 {
1091 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1092
1093 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1094 checkGLcall("glUnmapBuffer");
1095 buffer->map_ptr = NULL;
1096
1097 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1098 {
1099 /* The extra copy is more expensive than not using VBOs at
1100 * all on the Nvidia Linux driver, which is the only driver
1101 * that returns unaligned pointers.
1102 */
1103 TRACE("Dynamic buffer, dropping VBO.\n");
1104 wined3d_buffer_drop_bo(buffer);
1105 }
1106 else
1107 {
1108 TRACE("Falling back to doublebuffered operation.\n");
1109 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1110 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1111 }
1112 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1113 }
1114 }
1115
1116 context_release(context);
1117 }
1118
1119 if (flags & WINED3D_MAP_DISCARD)
1120 buffer->flags |= WINED3D_BUFFER_DISCARD;
1121 }
1122
1123 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1124 *data = base + offset;
1125
1126 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1127 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1128
1129 return WINED3D_OK;
1130 }
1131
1132 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1133 {
1134 ULONG i;
1135
1136 TRACE("buffer %p.\n", buffer);
1137
1138 /* In the case that the number of Unmap calls > the
1139 * number of Map calls, d3d returns always D3D_OK.
1140 * This is also needed to prevent Map from returning garbage on
1141 * the next call (this will happen if the lock_count is < 0). */
1142 if (!buffer->resource.map_count)
1143 {
1144 WARN("Unmap called without a previous map call.\n");
1145 return;
1146 }
1147
1148 if (--buffer->resource.map_count)
1149 {
1150 /* Delay loading the buffer until everything is unlocked */
1151 TRACE("Ignoring unmap.\n");
1152 return;
1153 }
1154
1155 if (buffer->map_ptr)
1156 {
1157 struct wined3d_device *device = buffer->resource.device;
1158 const struct wined3d_gl_info *gl_info;
1159 struct wined3d_context *context;
1160
1161 context = context_acquire(device, NULL, 0);
1162 gl_info = context->gl_info;
1163
1164 buffer_bind(buffer, context);
1165
1166 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1167 {
1168 for (i = 0; i < buffer->modified_areas; ++i)
1169 {
1170 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1171 buffer->maps[i].offset, buffer->maps[i].size));
1172 checkGLcall("glFlushMappedBufferRange");
1173 }
1174 }
1175 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1176 {
1177 for (i = 0; i < buffer->modified_areas; ++i)
1178 {
1179 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1180 buffer->maps[i].offset, buffer->maps[i].size));
1181 checkGLcall("glFlushMappedBufferRangeAPPLE");
1182 }
1183 }
1184
1185 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1186 if (wined3d_settings.strict_draw_ordering)
1187 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1188 context_release(context);
1189
1190 buffer_clear_dirty_areas(buffer);
1191 buffer->map_ptr = NULL;
1192 }
1193 }
1194
1195 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1196 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1197 {
1198 struct wined3d_bo_address dst, src;
1199 struct wined3d_context *context;
1200 DWORD dst_location;
1201
1202 buffer_mark_used(dst_buffer);
1203 buffer_mark_used(src_buffer);
1204
1205 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1206 dst.addr += dst_offset;
1207
1208 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1209 src.addr += src_offset;
1210
1211 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1212 context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint,
1213 &src, src_buffer->buffer_type_hint, size);
1214 context_release(context);
1215
1216 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1217 }
1218
1219 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
1220 const struct wined3d_box *box, const void *data)
1221 {
1222 struct wined3d_map_range range;
1223
1224 if (box)
1225 {
1226 range.offset = box->left;
1227 range.size = box->right - box->left;
1228 }
1229 else
1230 {
1231 range.offset = 0;
1232 range.size = buffer->resource.size;
1233 }
1234
1235 wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
1236 }
1237
1238 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1239 {
1240 return wined3d_buffer_incref(buffer_from_resource(resource));
1241 }
1242
1243 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1244 {
1245 return wined3d_buffer_decref(buffer_from_resource(resource));
1246 }
1247
1248 static void buffer_resource_preload(struct wined3d_resource *resource)
1249 {
1250 struct wined3d_context *context;
1251
1252 context = context_acquire(resource->device, NULL, 0);
1253 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1254 context_release(context);
1255 }
1256
1257 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1258 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1259 {
1260 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1261 UINT offset, size;
1262
1263 if (sub_resource_idx)
1264 {
1265 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1266 return E_INVALIDARG;
1267 }
1268
1269 if (box)
1270 {
1271 offset = box->left;
1272 size = box->right - box->left;
1273 }
1274 else
1275 {
1276 offset = size = 0;
1277 }
1278
1279 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1280 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1281 }
1282
1283 static HRESULT buffer_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1284 struct wined3d_map_info *info, DWORD flags)
1285 {
1286 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1287
1288 if (sub_resource_idx)
1289 {
1290 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1291 return E_INVALIDARG;
1292 }
1293
1294 info->row_pitch = buffer->desc.byte_width;
1295 info->slice_pitch = buffer->desc.byte_width;
1296 info->size = buffer->resource.size;
1297
1298 return WINED3D_OK;
1299 }
1300
1301 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1302 {
1303 if (sub_resource_idx)
1304 {
1305 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1306 return E_INVALIDARG;
1307 }
1308
1309 wined3d_buffer_unmap(buffer_from_resource(resource));
1310 return WINED3D_OK;
1311 }
1312
1313 static const struct wined3d_resource_ops buffer_resource_ops =
1314 {
1315 buffer_resource_incref,
1316 buffer_resource_decref,
1317 buffer_resource_preload,
1318 buffer_unload,
1319 buffer_resource_sub_resource_map,
1320 buffer_resource_sub_resource_map_info,
1321 buffer_resource_sub_resource_unmap,
1322 };
1323
1324 static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
1325 unsigned int bind_flags)
1326 {
1327 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1328 return GL_ELEMENT_ARRAY_BUFFER;
1329
1330 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
1331 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1332 return GL_TEXTURE_BUFFER;
1333
1334 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1335 return GL_UNIFORM_BUFFER;
1336
1337 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1338 return GL_TRANSFORM_FEEDBACK_BUFFER;
1339
1340 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1341 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1342
1343 return GL_ARRAY_BUFFER;
1344 }
1345
1346 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1347 UINT size, DWORD usage, enum wined3d_format_id format_id, unsigned int access, unsigned int bind_flags,
1348 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1349 {
1350 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1351 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage);
1352 BOOL dynamic_buffer_ok;
1353 HRESULT hr;
1354
1355 if (!size)
1356 {
1357 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1358 return E_INVALIDARG;
1359 }
1360
1361 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1362 {
1363 WARN("Size %#x is not suitably aligned for constant buffers.\n", size);
1364 return E_INVALIDARG;
1365 }
1366
1367 if (data && !data->data)
1368 {
1369 WARN("Invalid sub-resource data specified.\n");
1370 return E_INVALIDARG;
1371 }
1372
1373 if (FAILED(hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE,
1374 0, usage, access, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops)))
1375 {
1376 WARN("Failed to initialize resource, hr %#x.\n", hr);
1377 return hr;
1378 }
1379 buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
1380 buffer->bind_flags = bind_flags;
1381 buffer->locations = WINED3D_LOCATION_SYSMEM;
1382
1383 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1384 buffer, buffer->resource.size, buffer->resource.usage,
1385 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
1386
1387 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1388 || wined3d_resource_access_is_managed(access))
1389 {
1390 /* SWvp and managed buffers always return the same pointer in buffer
1391 * maps and retain data in DISCARD maps. Keep a system memory copy of
1392 * the buffer to provide the same behavior to the application. */
1393 TRACE("Using doublebuffer mode.\n");
1394 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1395 }
1396
1397 /* Observations show that draw_primitive_immediate_mode() is faster on
1398 * dynamic vertex buffers than converting + draw_primitive_arrays().
1399 * (Half-Life 2 and others.) */
1400 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1401
1402 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1403 {
1404 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1405 }
1406 else if (!(access & WINED3D_RESOURCE_ACCESS_GPU))
1407 {
1408 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1409 }
1410 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1411 {
1412 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1413 }
1414 else
1415 {
1416 buffer->flags |= WINED3D_BUFFER_USE_BO;
1417 }
1418
1419 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1420 {
1421 ERR("Out of memory.\n");
1422 buffer_unload(&buffer->resource);
1423 resource_cleanup(&buffer->resource);
1424 wined3d_resource_wait_idle(&buffer->resource);
1425 return E_OUTOFMEMORY;
1426 }
1427 buffer->maps_size = 1;
1428
1429 if (data)
1430 wined3d_device_update_sub_resource(device, &buffer->resource,
1431 0, NULL, data->data, data->row_pitch, data->slice_pitch);
1432
1433 return WINED3D_OK;
1434 }
1435
1436 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1437 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1438 struct wined3d_buffer **buffer)
1439 {
1440 struct wined3d_buffer *object;
1441 HRESULT hr;
1442
1443 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1444 device, desc, data, parent, parent_ops, buffer);
1445
1446 if (!(object = heap_alloc_zero(sizeof(*object))))
1447 return E_OUTOFMEMORY;
1448
1449 if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1450 desc->access, desc->bind_flags, data, parent, parent_ops)))
1451 {
1452 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1453 heap_free(object);
1454 return hr;
1455 }
1456 object->desc = *desc;
1457
1458 TRACE("Created buffer %p.\n", object);
1459
1460 *buffer = object;
1461
1462 return WINED3D_OK;
1463 }