Sync trunk.
[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 2007-2010 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 *
23 */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
32 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
33 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
34 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
35 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
36
37 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
38 {
39 if (!This->buffer_object) return TRUE;
40
41 if (This->maps_size <= This->modified_areas)
42 {
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
44 This->maps_size * 2 * sizeof(*This->maps));
45 if (!new)
46 {
47 ERR("Out of memory\n");
48 return FALSE;
49 }
50 else
51 {
52 This->maps = new;
53 This->maps_size *= 2;
54 }
55 }
56
57 if(offset > This->resource.size || offset + size > This->resource.size)
58 {
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
60 offset = 0;
61 size = This->resource.size;
62 }
63 else if(!offset && !size)
64 {
65 size = This->resource.size;
66 }
67
68 This->maps[This->modified_areas].offset = offset;
69 This->maps[This->modified_areas].size = size;
70 This->modified_areas++;
71 return TRUE;
72 }
73
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
75 {
76 This->modified_areas = 0;
77 }
78
79 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
80 {
81 return This->modified_areas != 0;
82 }
83
84 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
85 {
86 unsigned int i;
87
88 for(i = 0; i < This->modified_areas; i++)
89 {
90 if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
91 {
92 return TRUE;
93 }
94 }
95 return FALSE;
96 }
97
98 /* Context activation is done by the caller */
99 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
100 {
101 if(!This->buffer_object) return;
102
103 ENTER_GL();
104 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
105 checkGLcall("glDeleteBuffersARB");
106 LEAVE_GL();
107 This->buffer_object = 0;
108
109 if(This->query)
110 {
111 wined3d_event_query_destroy(This->query);
112 This->query = NULL;
113 }
114 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
115 }
116
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
119 {
120 GLenum error, gl_usage;
121
122 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
123 This, debug_d3dusage(This->resource.usage));
124
125 ENTER_GL();
126
127 /* Make sure that the gl error is cleared. Do not use checkGLcall
128 * here because checkGLcall just prints a fixme and continues. However,
129 * if an error during VBO creation occurs we can fall back to non-vbo operation
130 * with full functionality(but performance loss)
131 */
132 while (glGetError() != GL_NO_ERROR);
133
134 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
135 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
136 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
137 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
138 * to check if the rhw and color values are in the correct format.
139 */
140
141 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
142 error = glGetError();
143 if (!This->buffer_object || error != GL_NO_ERROR)
144 {
145 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
146 LEAVE_GL();
147 goto fail;
148 }
149
150 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
151 {
152 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
153 }
154 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
155 error = glGetError();
156 if (error != GL_NO_ERROR)
157 {
158 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
159 LEAVE_GL();
160 goto fail;
161 }
162
163 /* Don't use static, because dx apps tend to update the buffer
164 * quite often even if they specify 0 usage.
165 */
166 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
167 {
168 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
169 gl_usage = GL_STREAM_DRAW_ARB;
170
171 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
172 {
173 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
174 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
175 This->flags |= WINED3D_BUFFER_FLUSH;
176
177 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
178 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
179 This->flags |= WINED3D_BUFFER_APPLESYNC;
180 }
181 /* No setup is needed here for GL_ARB_map_buffer_range */
182 }
183 else
184 {
185 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
186 gl_usage = GL_DYNAMIC_DRAW_ARB;
187 }
188
189 /* Reserve memory for the buffer. The amount of data won't change
190 * so we are safe with calling glBufferData once and
191 * calling glBufferSubData on updates. Upload the actual data in case
192 * we're not double buffering, so we can release the heap mem afterwards
193 */
194 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
195 error = glGetError();
196 LEAVE_GL();
197 if (error != GL_NO_ERROR)
198 {
199 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
200 goto fail;
201 }
202
203 This->buffer_object_size = This->resource.size;
204 This->buffer_object_usage = gl_usage;
205
206 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
207 {
208 if(!buffer_add_dirty_area(This, 0, 0))
209 {
210 ERR("buffer_add_dirty_area failed, this is not expected\n");
211 goto fail;
212 }
213 }
214 else
215 {
216 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
217 This->resource.allocatedMemory = NULL;
218 This->resource.heapMemory = NULL;
219 }
220
221 return;
222
223 fail:
224 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
225 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
226 delete_gl_buffer(This, gl_info);
227 buffer_clear_dirty_areas(This);
228 }
229
230 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
231 const enum wined3d_buffer_conversion_type conversion_type,
232 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
233 {
234 DWORD attrib_size;
235 BOOL ret = FALSE;
236 unsigned int i;
237 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
238 DWORD_PTR data;
239
240 /* Check for some valid situations which cause us pain. One is if the buffer is used for
241 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
242 * with different strides. In the 2nd case we might have to drop conversion entirely,
243 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
244 */
245 if (!attrib->stride)
246 {
247 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
248 debug_d3dformat(attrib->format_desc->format));
249 }
250 else if(attrib->stride != *stride_this_run && *stride_this_run)
251 {
252 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
253 }
254 else
255 {
256 *stride_this_run = attrib->stride;
257 if (This->stride != *stride_this_run)
258 {
259 /* We rely that this happens only on the first converted attribute that is found,
260 * if at all. See above check
261 */
262 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
263 This->stride = *stride_this_run;
264 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
265 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
266 sizeof(*This->conversion_map) * This->stride);
267 ret = TRUE;
268 }
269 }
270
271 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
272 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
273 for (i = 0; i < attrib_size; ++i)
274 {
275 DWORD_PTR idx = (data + i) % This->stride;
276 if (This->conversion_map[idx] != conversion_type)
277 {
278 TRACE("Byte %ld in vertex changed\n", idx);
279 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
280 ret = TRUE;
281 This->conversion_map[idx] = conversion_type;
282 }
283 }
284
285 return ret;
286 }
287
288 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
289 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
290 DWORD *stride_this_run, BOOL *float16_used)
291 {
292 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
293 IWineD3DDeviceImpl *device = This->resource.device;
294 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
295 BOOL ret = FALSE;
296 WINED3DFORMAT format;
297
298 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
299 * there, on nonexistent attribs the vbo is 0.
300 */
301 if (!(si->use_map & (1 << attrib_idx))
302 || attrib->buffer_object != This->buffer_object)
303 return FALSE;
304
305 format = attrib->format_desc->format;
306 /* Look for newly appeared conversion */
307 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
308 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
309 {
310 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
311
312 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
313 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
314 *float16_used = TRUE;
315 }
316 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
317 {
318 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
319
320 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
321 }
322 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
323 {
324 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
325 }
326 else if (This->conversion_map)
327 {
328 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
329 }
330
331 return ret;
332 }
333
334 static UINT *find_conversion_shift(struct wined3d_buffer *This,
335 const struct wined3d_stream_info *strided, UINT stride)
336 {
337 UINT *ret, i, j, shift, orig_type_size;
338
339 if (!stride)
340 {
341 TRACE("No shift\n");
342 return NULL;
343 }
344
345 This->conversion_stride = stride;
346 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
347 for (i = 0; i < MAX_ATTRIBS; ++i)
348 {
349 WINED3DFORMAT format;
350
351 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
352
353 format = strided->elements[i].format_desc->format;
354 if (format == WINED3DFMT_R16G16_FLOAT)
355 {
356 shift = 4;
357 }
358 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
359 {
360 shift = 8;
361 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
362 * compatible
363 */
364 for (j = 4; j < 8; ++j)
365 {
366 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
367 }
368 }
369 else
370 {
371 shift = 0;
372 }
373 This->conversion_stride += shift;
374
375 if (shift)
376 {
377 orig_type_size = strided->elements[i].format_desc->component_count
378 * strided->elements[i].format_desc->component_size;
379 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
380 {
381 ret[j] += shift;
382 }
383 }
384 }
385
386 if (TRACE_ON(d3d))
387 {
388 TRACE("Dumping conversion shift:\n");
389 for (i = 0; i < stride; ++i)
390 {
391 TRACE("[%d]", ret[i]);
392 }
393 TRACE("\n");
394 }
395
396 return ret;
397 }
398
399 static BOOL buffer_find_decl(struct wined3d_buffer *This)
400 {
401 IWineD3DDeviceImpl *device = This->resource.device;
402 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
403 const struct wined3d_stream_info *si = &device->strided_streams;
404 UINT stride_this_run = 0;
405 BOOL float16_used = FALSE;
406 BOOL ret = FALSE;
407 unsigned int i;
408
409 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
410 * Once we have our declaration there is no need to look it up again. Index buffers also never need
411 * conversion, so once the (empty) conversion structure is created don't bother checking again
412 */
413 if (This->flags & WINED3D_BUFFER_HASDESC)
414 {
415 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
416 }
417
418 TRACE("Finding vertex buffer conversion information\n");
419 /* Certain declaration types need some fixups before we can pass them to
420 * opengl. This means D3DCOLOR attributes with fixed function vertex
421 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
422 * GL_ARB_half_float_vertex is not supported.
423 *
424 * Note for d3d8 and d3d9:
425 * The vertex buffer FVF doesn't help with finding them, we have to use
426 * the decoded vertex declaration and pick the things that concern the
427 * current buffer. A problem with this is that this can change between
428 * draws, so we have to validate the information and reprocess the buffer
429 * if it changes, and avoid false positives for performance reasons.
430 * WineD3D doesn't even know the vertex buffer any more, it is managed
431 * by the client libraries and passed to SetStreamSource and ProcessVertices
432 * as needed.
433 *
434 * We have to distinguish between vertex shaders and fixed function to
435 * pick the way we access the strided vertex information.
436 *
437 * This code sets up a per-byte array with the size of the detected
438 * stride of the arrays in the buffer. For each byte we have a field
439 * that marks the conversion needed on this byte. For example, the
440 * following declaration with fixed function vertex processing:
441 *
442 * POSITIONT, FLOAT4
443 * NORMAL, FLOAT3
444 * DIFFUSE, FLOAT16_4
445 * SPECULAR, D3DCOLOR
446 *
447 * Will result in
448 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
449 * [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]
450 *
451 * Where in this example map P means 4 component position conversion, 0
452 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
453 * conversion (red / blue swizzle).
454 *
455 * If we're doing conversion and the stride changes we have to reconvert
456 * the whole buffer. Note that we do not mind if the semantic changes,
457 * we only care for the conversion type. So if the NORMAL is replaced
458 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
459 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
460 * conversion types depend on the semantic as well, for example a FLOAT4
461 * texcoord needs no conversion while a FLOAT4 positiont needs one
462 */
463 if (use_vs(device->stateBlock))
464 {
465 TRACE("vshader\n");
466 /* If the current vertex declaration is marked for no half float conversion don't bother to
467 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
468 * if we used conversion before
469 */
470 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
471 {
472 if (This->conversion_map)
473 {
474 TRACE("Now using shaders without conversion, but conversion used before\n");
475 HeapFree(GetProcessHeap(), 0, This->conversion_map);
476 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
477 This->conversion_map = NULL;
478 This->stride = 0;
479 This->conversion_shift = NULL;
480 This->conversion_stride = 0;
481 return TRUE;
482 }
483 else
484 {
485 return FALSE;
486 }
487 }
488 for (i = 0; i < MAX_ATTRIBS; ++i)
489 {
490 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
491 }
492
493 /* Recalculate the conversion shift map if the declaration has changed,
494 * and we're using float16 conversion or used it on the last run
495 */
496 if (ret && (float16_used || This->conversion_map))
497 {
498 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
499 This->conversion_shift = find_conversion_shift(This, si, This->stride);
500 }
501 }
502 else
503 {
504 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
505 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
506 * the attributes that our current fixed function pipeline implementation cares for.
507 */
508 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
509 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
510 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
511 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
512 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
513 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
514 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
515 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
516 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
517 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
518 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
519 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
520 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
521 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
522 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
523 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
524 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
525 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
526 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
527 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
528 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
529 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
530 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
531 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
532 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
533
534 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
535 }
536
537 if (stride_this_run == 0 && This->conversion_map)
538 {
539 /* Sanity test */
540 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
541 HeapFree(GetProcessHeap(), 0, This->conversion_map);
542 This->conversion_map = NULL;
543 This->stride = 0;
544 }
545
546 if (ret) TRACE("Conversion information changed\n");
547
548 return ret;
549 }
550
551 /* Context activation is done by the caller. */
552 static void buffer_check_buffer_object_size(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
553 {
554 UINT size = This->conversion_stride ?
555 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
556 if (This->buffer_object_size != size)
557 {
558 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
559
560 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
561 {
562 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
563 }
564
565 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
566 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
567 {
568 buffer_get_sysmem(This, gl_info);
569 }
570
571 ENTER_GL();
572 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
573 checkGLcall("glBindBufferARB");
574 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
575 This->buffer_object_size = size;
576 checkGLcall("glBufferDataARB");
577 LEAVE_GL();
578 }
579 }
580
581 static inline void fixup_d3dcolor(DWORD *dst_color)
582 {
583 DWORD src_color = *dst_color;
584
585 /* Color conversion like in drawStridedSlow. watch out for little endianity
586 * If we want that stuff to work on big endian machines too we have to consider more things
587 *
588 * 0xff000000: Alpha mask
589 * 0x00ff0000: Blue mask
590 * 0x0000ff00: Green mask
591 * 0x000000ff: Red mask
592 */
593 *dst_color = 0;
594 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
595 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
596 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
597 }
598
599 static inline void fixup_transformed_pos(float *p)
600 {
601 /* rhw conversion like in position_float4(). */
602 if (p[3] != 1.0f && p[3] != 0.0f)
603 {
604 float w = 1.0f / p[3];
605 p[0] *= w;
606 p[1] *= w;
607 p[2] *= w;
608 p[3] = w;
609 }
610 }
611
612 /* Context activation is done by the caller. */
613 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, const struct wined3d_gl_info *gl_info, GLuint *buffer_object)
614 {
615 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
616
617 *buffer_object = This->buffer_object;
618 if (!This->buffer_object)
619 {
620 if (This->flags & WINED3D_BUFFER_CREATEBO)
621 {
622 buffer_create_buffer_object(This, gl_info);
623 This->flags &= ~WINED3D_BUFFER_CREATEBO;
624 if (This->buffer_object)
625 {
626 *buffer_object = This->buffer_object;
627 return NULL;
628 }
629 }
630 return This->resource.allocatedMemory;
631 }
632 else
633 {
634 return NULL;
635 }
636 }
637
638 /* IUnknown methods */
639
640 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
641 REFIID riid, void **object)
642 {
643 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
644
645 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
646 || IsEqualGUID(riid, &IID_IWineD3DResource)
647 || IsEqualGUID(riid, &IID_IWineD3DBase)
648 || IsEqualGUID(riid, &IID_IUnknown))
649 {
650 IUnknown_AddRef(iface);
651 *object = iface;
652 return S_OK;
653 }
654
655 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
656
657 *object = NULL;
658
659 return E_NOINTERFACE;
660 }
661
662 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
663 {
664 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
665 ULONG refcount = InterlockedIncrement(&This->resource.ref);
666
667 TRACE("%p increasing refcount to %u\n", This, refcount);
668
669 return refcount;
670 }
671
672 /* Context activation is done by the caller. */
673 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
674 {
675 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
676 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
677
678 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
679 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
680 ENTER_GL();
681 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
682 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
683 LEAVE_GL();
684 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
685
686 return This->resource.allocatedMemory;
687 }
688
689 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
690 {
691 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
692
693 TRACE("iface %p\n", iface);
694
695 if (This->buffer_object)
696 {
697 IWineD3DDeviceImpl *device = This->resource.device;
698 struct wined3d_context *context;
699
700 context = context_acquire(device, NULL);
701
702 /* Download the buffer, but don't permanently enable double buffering */
703 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
704 {
705 buffer_get_sysmem(This, context->gl_info);
706 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
707 }
708
709 delete_gl_buffer(This, context->gl_info);
710 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
711 buffer_clear_dirty_areas(This);
712
713 context_release(context);
714
715 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
716 This->conversion_shift = NULL;
717 HeapFree(GetProcessHeap(), 0, This->conversion_map);
718 This->conversion_map = NULL;
719 This->stride = 0;
720 This->conversion_stride = 0;
721 This->flags &= ~WINED3D_BUFFER_HASDESC;
722 }
723 }
724
725 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
726 {
727 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
728 ULONG refcount = InterlockedDecrement(&This->resource.ref);
729
730 TRACE("%p decreasing refcount to %u\n", This, refcount);
731
732 if (!refcount)
733 {
734 buffer_UnLoad(iface);
735 resource_cleanup((IWineD3DResource *)iface);
736 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
737 HeapFree(GetProcessHeap(), 0, This->maps);
738 HeapFree(GetProcessHeap(), 0, This);
739 }
740
741 return refcount;
742 }
743
744 /* IWineD3DBase methods */
745
746 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
747 {
748 return resource_get_parent((IWineD3DResource *)iface, parent);
749 }
750
751 /* IWineD3DResource methods */
752
753 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
754 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
755 {
756 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
757 }
758
759 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
760 REFGUID guid, void *data, DWORD *data_size)
761 {
762 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
763 }
764
765 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
766 {
767 return resource_free_private_data((IWineD3DResource *)iface, guid);
768 }
769
770 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
771 {
772 return resource_set_priority((IWineD3DResource *)iface, priority);
773 }
774
775 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
776 {
777 return resource_get_priority((IWineD3DResource *)iface);
778 }
779
780 /* The caller provides a context and binds the buffer */
781 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
782 {
783 enum wined3d_event_query_result ret;
784
785 /* No fencing needs to be done if the app promises not to overwrite
786 * existing data */
787 if(flags & WINED3DLOCK_NOOVERWRITE) return;
788 if(flags & WINED3DLOCK_DISCARD)
789 {
790 ENTER_GL();
791 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
792 checkGLcall("glBufferDataARB\n");
793 LEAVE_GL();
794 return;
795 }
796
797 if(!This->query)
798 {
799 TRACE("Creating event query for buffer %p\n", This);
800
801 if (!wined3d_event_query_supported(gl_info))
802 {
803 FIXME("Event queries not supported, dropping async buffer locks.\n");
804 goto drop_query;
805 }
806
807 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
808 if (!This->query)
809 {
810 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
811 goto drop_query;
812 }
813
814 /* Since we don't know about old draws a glFinish is needed once */
815 wglFinish();
816 return;
817 }
818 TRACE("Synchronizing buffer %p\n", This);
819 ret = wined3d_event_query_finish(This->query, This->resource.device);
820 switch(ret)
821 {
822 case WINED3D_EVENT_QUERY_NOT_STARTED:
823 case WINED3D_EVENT_QUERY_OK:
824 /* All done */
825 return;
826
827 case WINED3D_EVENT_QUERY_WRONG_THREAD:
828 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
829 goto drop_query;
830
831 default:
832 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
833 goto drop_query;
834 }
835
836 drop_query:
837 if(This->query)
838 {
839 wined3d_event_query_destroy(This->query);
840 This->query = NULL;
841 }
842
843 wglFinish();
844 ENTER_GL();
845 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
846 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
847 LEAVE_GL();
848 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
849 }
850
851 /* The caller provides a GL context */
852 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
853 {
854 BYTE *map;
855 UINT start = 0, len = 0;
856
857 ENTER_GL();
858 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
859 checkGLcall("glBindBufferARB");
860 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
861 {
862 GLbitfield mapflags;
863 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
864 if (flags & WINED3D_BUFFER_DISCARD)
865 {
866 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
867 }
868 else if (flags & WINED3D_BUFFER_NOSYNC)
869 {
870 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
871 }
872 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
873 This->resource.size, mapflags));
874 checkGLcall("glMapBufferRange");
875 }
876 else
877 {
878 if (This->flags & WINED3D_BUFFER_APPLESYNC)
879 {
880 DWORD syncflags = 0;
881 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
882 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
883 LEAVE_GL();
884 buffer_sync_apple(This, syncflags, gl_info);
885 ENTER_GL();
886 }
887 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
888 checkGLcall("glMapBufferARB");
889 }
890 if (!map)
891 {
892 LEAVE_GL();
893 ERR("Failed to map opengl buffer\n");
894 return;
895 }
896
897 while(This->modified_areas)
898 {
899 This->modified_areas--;
900 start = This->maps[This->modified_areas].offset;
901 len = This->maps[This->modified_areas].size;
902
903 memcpy(map + start, This->resource.allocatedMemory + start, len);
904
905 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
906 {
907 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
908 checkGLcall("glFlushMappedBufferRange");
909 }
910 else if (This->flags & WINED3D_BUFFER_FLUSH)
911 {
912 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
913 checkGLcall("glFlushMappedBufferRangeAPPLE");
914 }
915 }
916 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
917 checkGLcall("glUnmapBufferARB");
918 LEAVE_GL();
919 }
920
921 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
922 {
923 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
924 IWineD3DDeviceImpl *device = This->resource.device;
925 UINT start = 0, end = 0, len = 0, vertices;
926 const struct wined3d_gl_info *gl_info;
927 struct wined3d_context *context;
928 BOOL decl_changed = FALSE;
929 unsigned int i, j;
930 BYTE *data;
931 DWORD flags = This->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
932
933 TRACE("iface %p\n", iface);
934 This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
935
936 context = context_acquire(device, NULL);
937 gl_info = context->gl_info;
938
939 if (!This->buffer_object)
940 {
941 /* TODO: Make converting independent from VBOs */
942 if (This->flags & WINED3D_BUFFER_CREATEBO)
943 {
944 buffer_create_buffer_object(This, gl_info);
945 This->flags &= ~WINED3D_BUFFER_CREATEBO;
946 }
947 else
948 {
949 /* Not doing any conversion */
950 goto end;
951 }
952 }
953
954 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
955 if (device->isInDraw && This->bind_count > 0)
956 {
957 decl_changed = buffer_find_decl(This);
958 This->flags |= WINED3D_BUFFER_HASDESC;
959 }
960
961 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
962 {
963 context_release(context);
964 ++This->draw_count;
965 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
966 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
967 return;
968 }
969
970 /* If applications change the declaration over and over, reconverting all the time is a huge
971 * performance hit. So count the declaration changes and release the VBO if there are too many
972 * of them (and thus stop converting)
973 */
974 if (decl_changed)
975 {
976 ++This->decl_change_count;
977 This->draw_count = 0;
978
979 if (This->decl_change_count > VB_MAXDECLCHANGES ||
980 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
981 {
982 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
983
984 IWineD3DBuffer_UnLoad(iface);
985 This->flags &= ~WINED3D_BUFFER_CREATEBO;
986
987 /* The stream source state handler might have read the memory of the vertex buffer already
988 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
989 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
990 * rarely
991 */
992 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
993 goto end;
994 }
995 buffer_check_buffer_object_size(This, gl_info);
996
997 /* The declaration changed, reload the whole buffer */
998 WARN("Reloading buffer because of decl change\n");
999 buffer_clear_dirty_areas(This);
1000 if(!buffer_add_dirty_area(This, 0, 0))
1001 {
1002 ERR("buffer_add_dirty_area failed, this is not expected\n");
1003 return;
1004 }
1005 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1006 * cleared for unsynchronized updates
1007 */
1008 flags = 0;
1009 }
1010 else
1011 {
1012 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1013 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1014 * decl changes and reset the decl change count after a specific number of them
1015 */
1016 if(buffer_is_fully_dirty(This))
1017 {
1018 ++This->full_conversion_count;
1019 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
1020 {
1021 FIXME("Too many full buffer conversions, stopping converting\n");
1022 IWineD3DBuffer_UnLoad(iface);
1023 This->flags &= ~WINED3D_BUFFER_CREATEBO;
1024 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1025 goto end;
1026 }
1027 }
1028 else
1029 {
1030 ++This->draw_count;
1031 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
1032 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
1033 }
1034 }
1035
1036 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1037 {
1038 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1039 }
1040
1041 if (!This->conversion_map)
1042 {
1043 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
1044 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
1045 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
1046 */
1047 TRACE("No conversion needed\n");
1048
1049 /* Nothing to do because we locked directly into the vbo */
1050 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1051 {
1052 context_release(context);
1053 return;
1054 }
1055
1056 buffer_direct_upload(This, context->gl_info, flags);
1057
1058 context_release(context);
1059 return;
1060 }
1061
1062 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1063 {
1064 buffer_get_sysmem(This, gl_info);
1065 }
1066
1067 /* Now for each vertex in the buffer that needs conversion */
1068 vertices = This->resource.size / This->stride;
1069
1070 if (This->conversion_shift)
1071 {
1072 TRACE("Shifted conversion\n");
1073 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
1074
1075 start = 0;
1076 len = This->resource.size;
1077 end = start + len;
1078
1079 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
1080 {
1081 FIXME("Implement partial buffer load with shifted conversion\n");
1082 }
1083
1084 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1085 {
1086 for (j = 0; j < This->stride; ++j)
1087 {
1088 switch(This->conversion_map[j])
1089 {
1090 case CONV_NONE:
1091 data[This->conversion_stride * i + j + This->conversion_shift[j]]
1092 = This->resource.allocatedMemory[This->stride * i + j];
1093 break;
1094
1095 case CONV_FLOAT16_2:
1096 {
1097 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
1098 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
1099
1100 out[1] = float_16_to_32(in + 1);
1101 out[0] = float_16_to_32(in + 0);
1102 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1103 break;
1104 }
1105
1106 default:
1107 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1108 break;
1109 }
1110 }
1111 }
1112
1113 ENTER_GL();
1114 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1115 checkGLcall("glBindBufferARB");
1116 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
1117 checkGLcall("glBufferSubDataARB");
1118 LEAVE_GL();
1119 }
1120 else
1121 {
1122 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
1123
1124 while(This->modified_areas)
1125 {
1126 This->modified_areas--;
1127 start = This->maps[This->modified_areas].offset;
1128 len = This->maps[This->modified_areas].size;
1129 end = start + len;
1130
1131 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
1132 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1133 {
1134 for (j = 0; j < This->stride; ++j)
1135 {
1136 switch(This->conversion_map[j])
1137 {
1138 case CONV_NONE:
1139 /* Done already */
1140 j += 3;
1141 break;
1142 case CONV_D3DCOLOR:
1143 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
1144 j += 3;
1145 break;
1146
1147 case CONV_POSITIONT:
1148 fixup_transformed_pos((float *) (data + i * This->stride + j));
1149 j += 15;
1150 break;
1151
1152 case CONV_FLOAT16_2:
1153 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1154 default:
1155 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1156 }
1157 }
1158 }
1159
1160 ENTER_GL();
1161 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1162 checkGLcall("glBindBufferARB");
1163 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1164 checkGLcall("glBufferSubDataARB");
1165 LEAVE_GL();
1166 }
1167 }
1168
1169 HeapFree(GetProcessHeap(), 0, data);
1170
1171 end:
1172 context_release(context);
1173 }
1174
1175 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1176 {
1177 return resource_get_type((IWineD3DResource *)iface);
1178 }
1179
1180 /* IWineD3DBuffer methods */
1181
1182 static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
1183 {
1184 /* Not all flags make sense together, but Windows never returns an error. Catch the
1185 * cases that could cause issues */
1186 if(flags & WINED3DLOCK_READONLY)
1187 {
1188 if(flags & WINED3DLOCK_DISCARD)
1189 {
1190 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1191 return 0;
1192 }
1193 if(flags & WINED3DLOCK_NOOVERWRITE)
1194 {
1195 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1196 return 0;
1197 }
1198 }
1199 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1200 {
1201 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1202 return 0;
1203 }
1204 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1205 {
1206 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1207 return 0;
1208 }
1209
1210 return flags;
1211 }
1212
1213 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1214 {
1215 GLbitfield ret = 0;
1216
1217 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1218
1219 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1220 {
1221 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1222 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1223 }
1224 else
1225 {
1226 ret |= GL_MAP_READ_BIT;
1227 }
1228
1229 return ret;
1230 }
1231
1232 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1233 {
1234 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1235 LONG count;
1236 BOOL dirty = buffer_is_dirty(This);
1237
1238 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1239
1240 flags = buffer_sanitize_flags(This, flags);
1241 if (!(flags & WINED3DLOCK_READONLY))
1242 {
1243 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1244 }
1245
1246 count = InterlockedIncrement(&This->lock_count);
1247
1248 if (This->buffer_object)
1249 {
1250 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1251 {
1252 if(count == 1)
1253 {
1254 IWineD3DDeviceImpl *device = This->resource.device;
1255 struct wined3d_context *context;
1256 const struct wined3d_gl_info *gl_info;
1257
1258 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1259 {
1260 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1261 }
1262
1263 context = context_acquire(device, NULL);
1264 gl_info = context->gl_info;
1265 ENTER_GL();
1266 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1267
1268 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1269 {
1270 GLbitfield mapflags = buffer_gl_map_flags(flags);
1271 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
1272 This->resource.size, mapflags));
1273 checkGLcall("glMapBufferRange");
1274 }
1275 else
1276 {
1277 if(This->flags & WINED3D_BUFFER_APPLESYNC)
1278 {
1279 LEAVE_GL();
1280 buffer_sync_apple(This, flags, gl_info);
1281 ENTER_GL();
1282 }
1283 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1284 checkGLcall("glMapBufferARB");
1285 }
1286 LEAVE_GL();
1287
1288 if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1289 {
1290 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
1291 This->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1292
1293 ENTER_GL();
1294 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1295 checkGLcall("glUnmapBufferARB");
1296 LEAVE_GL();
1297 This->resource.allocatedMemory = NULL;
1298
1299 buffer_get_sysmem(This, gl_info);
1300 TRACE("New pointer is %p\n", This->resource.allocatedMemory);
1301 }
1302 context_release(context);
1303 }
1304 }
1305 else
1306 {
1307 if (dirty)
1308 {
1309 if (This->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1310 {
1311 This->flags &= ~WINED3D_BUFFER_NOSYNC;
1312 }
1313 }
1314 else if(flags & WINED3DLOCK_NOOVERWRITE)
1315 {
1316 This->flags |= WINED3D_BUFFER_NOSYNC;
1317 }
1318
1319 if (flags & WINED3DLOCK_DISCARD)
1320 {
1321 This->flags |= WINED3D_BUFFER_DISCARD;
1322 }
1323 }
1324 }
1325
1326 *data = This->resource.allocatedMemory + offset;
1327
1328 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1329 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1330
1331 return WINED3D_OK;
1332 }
1333
1334 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1335 {
1336 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1337 ULONG i;
1338
1339 TRACE("(%p)\n", This);
1340
1341 /* In the case that the number of Unmap calls > the
1342 * number of Map calls, d3d returns always D3D_OK.
1343 * This is also needed to prevent Map from returning garbage on
1344 * the next call (this will happen if the lock_count is < 0). */
1345 if(This->lock_count == 0)
1346 {
1347 TRACE("Unmap called without a previous Map call!\n");
1348 return WINED3D_OK;
1349 }
1350
1351 if (InterlockedDecrement(&This->lock_count))
1352 {
1353 /* Delay loading the buffer until everything is unlocked */
1354 TRACE("Ignoring unlock\n");
1355 return WINED3D_OK;
1356 }
1357
1358 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1359 {
1360 IWineD3DDeviceImpl *device = This->resource.device;
1361 const struct wined3d_gl_info *gl_info;
1362 struct wined3d_context *context;
1363
1364 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1365 {
1366 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1367 }
1368
1369 context = context_acquire(device, NULL);
1370 gl_info = context->gl_info;
1371 ENTER_GL();
1372 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1373
1374 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1375 {
1376 for(i = 0; i < This->modified_areas; i++)
1377 {
1378 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
1379 This->maps[i].offset,
1380 This->maps[i].size));
1381 checkGLcall("glFlushMappedBufferRange");
1382 }
1383 }
1384 else if (This->flags & WINED3D_BUFFER_FLUSH)
1385 {
1386 for(i = 0; i < This->modified_areas; i++)
1387 {
1388 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1389 This->maps[i].offset,
1390 This->maps[i].size));
1391 checkGLcall("glFlushMappedBufferRangeAPPLE");
1392 }
1393 }
1394
1395 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1396 LEAVE_GL();
1397 context_release(context);
1398
1399 This->resource.allocatedMemory = NULL;
1400 buffer_clear_dirty_areas(This);
1401 }
1402 else if (This->flags & WINED3D_BUFFER_HASDESC)
1403 {
1404 buffer_PreLoad(iface);
1405 }
1406
1407 return WINED3D_OK;
1408 }
1409
1410 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1411 {
1412 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1413
1414 TRACE("(%p)\n", This);
1415
1416 desc->Type = This->resource.resourceType;
1417 desc->Usage = This->resource.usage;
1418 desc->Pool = This->resource.pool;
1419 desc->Size = This->resource.size;
1420
1421 return WINED3D_OK;
1422 }
1423
1424 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1425 {
1426 /* IUnknown methods */
1427 buffer_QueryInterface,
1428 buffer_AddRef,
1429 buffer_Release,
1430 /* IWineD3DBase methods */
1431 buffer_GetParent,
1432 /* IWineD3DResource methods */
1433 buffer_SetPrivateData,
1434 buffer_GetPrivateData,
1435 buffer_FreePrivateData,
1436 buffer_SetPriority,
1437 buffer_GetPriority,
1438 buffer_PreLoad,
1439 buffer_UnLoad,
1440 buffer_GetType,
1441 /* IWineD3DBuffer methods */
1442 buffer_Map,
1443 buffer_Unmap,
1444 buffer_GetDesc,
1445 };
1446
1447 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1448 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1449 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1450 {
1451 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1452 HRESULT hr;
1453 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1454 BOOL dynamic_buffer_ok;
1455
1456 if (!size)
1457 {
1458 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1459 return WINED3DERR_INVALIDCALL;
1460 }
1461
1462 buffer->vtbl = &wined3d_buffer_vtbl;
1463
1464 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1465 device, size, usage, format_desc, pool, parent, parent_ops);
1466 if (FAILED(hr))
1467 {
1468 WARN("Failed to initialize resource, hr %#x\n", hr);
1469 return hr;
1470 }
1471 buffer->buffer_type_hint = bind_hint;
1472
1473 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1474 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1475
1476 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1477 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1478
1479 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1480 * drawStridedFast (half-life 2 and others).
1481 *
1482 * Basically converting the vertices in the buffer is quite expensive, and observations
1483 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1484 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1485 */
1486 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1487 {
1488 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1489 }
1490 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1491 {
1492 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1493 }
1494 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1495 {
1496 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1497 }
1498 else
1499 {
1500 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1501 }
1502
1503 if (data)
1504 {
1505 BYTE *ptr;
1506
1507 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1508 if (FAILED(hr))
1509 {
1510 ERR("Failed to map buffer, hr %#x\n", hr);
1511 buffer_UnLoad((IWineD3DBuffer *)buffer);
1512 resource_cleanup((IWineD3DResource *)buffer);
1513 return hr;
1514 }
1515
1516 memcpy(ptr, data, size);
1517
1518 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1519 if (FAILED(hr))
1520 {
1521 ERR("Failed to unmap buffer, hr %#x\n", hr);
1522 buffer_UnLoad((IWineD3DBuffer *)buffer);
1523 resource_cleanup((IWineD3DResource *)buffer);
1524 return hr;
1525 }
1526 }
1527
1528 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1529 if (!buffer->maps)
1530 {
1531 ERR("Out of memory\n");
1532 buffer_UnLoad((IWineD3DBuffer *)buffer);
1533 resource_cleanup((IWineD3DResource *)buffer);
1534 return E_OUTOFMEMORY;
1535 }
1536 buffer->maps_size = 1;
1537
1538 return WINED3D_OK;
1539 }