Merge from amd64-branch:
[reactos.git] / reactos / 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 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 GLINFO_LOCATION This->resource.device->adapter->gl_info
33
34 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
36 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
37 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
38
39 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
40 {
41 if (!This->buffer_object) return TRUE;
42
43 if (This->maps_size <= This->modified_areas)
44 {
45 void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
46 This->maps_size * 2 * sizeof(*This->maps));
47 if (!new)
48 {
49 ERR("Out of memory\n");
50 return FALSE;
51 }
52 else
53 {
54 This->maps = new;
55 This->maps_size *= 2;
56 }
57 }
58
59 if(!offset && !size)
60 {
61 size = This->resource.size;
62 }
63
64 This->maps[This->modified_areas].offset = offset;
65 This->maps[This->modified_areas].size = size;
66 This->modified_areas++;
67 return TRUE;
68 }
69
70 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
71 {
72 This->modified_areas = 0;
73 }
74
75 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
76 {
77 return This->modified_areas != 0;
78 }
79
80 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
81 {
82 unsigned int i;
83
84 for(i = 0; i < This->modified_areas; i++)
85 {
86 if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
87 {
88 return TRUE;
89 }
90 }
91 return FALSE;
92 }
93
94 /* Context activation is done by the caller. */
95 static void buffer_create_buffer_object(struct wined3d_buffer *This)
96 {
97 GLenum error, gl_usage;
98 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
99
100 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
101 This, debug_d3dusage(This->resource.usage));
102
103 ENTER_GL();
104
105 /* Make sure that the gl error is cleared. Do not use checkGLcall
106 * here because checkGLcall just prints a fixme and continues. However,
107 * if an error during VBO creation occurs we can fall back to non-vbo operation
108 * with full functionality(but performance loss)
109 */
110 while (glGetError() != GL_NO_ERROR);
111
112 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
113 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
114 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
115 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
116 * to check if the rhw and color values are in the correct format.
117 */
118
119 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
120 error = glGetError();
121 if (!This->buffer_object || error != GL_NO_ERROR)
122 {
123 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
124 LEAVE_GL();
125 goto fail;
126 }
127
128 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
129 {
130 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
131 }
132 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
133 error = glGetError();
134 if (error != GL_NO_ERROR)
135 {
136 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
137 LEAVE_GL();
138 goto fail;
139 }
140
141 /* Don't use static, because dx apps tend to update the buffer
142 * quite often even if they specify 0 usage.
143 */
144 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
145 {
146 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
147 gl_usage = GL_STREAM_DRAW_ARB;
148 }
149 else
150 {
151 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
152 gl_usage = GL_DYNAMIC_DRAW_ARB;
153
154 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
155 {
156 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
157 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
158 This->flags |= WINED3D_BUFFER_FLUSH;
159 }
160 }
161
162 /* Reserve memory for the buffer. The amount of data won't change
163 * so we are safe with calling glBufferData once and
164 * calling glBufferSubData on updates. Upload the actual data in case
165 * we're not double buffering, so we can release the heap mem afterwards
166 */
167 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
168 error = glGetError();
169 LEAVE_GL();
170 if (error != GL_NO_ERROR)
171 {
172 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
173 goto fail;
174 }
175
176 This->buffer_object_size = This->resource.size;
177 This->buffer_object_usage = gl_usage;
178
179 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
180 {
181 if(!buffer_add_dirty_area(This, 0, 0))
182 {
183 ERR("buffer_add_dirty_area failed, this is not expected\n");
184 goto fail;
185 }
186 }
187 else
188 {
189 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
190 This->resource.allocatedMemory = NULL;
191 This->resource.heapMemory = NULL;
192 }
193
194 return;
195
196 fail:
197 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
198 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
199 if (This->buffer_object)
200 {
201 ENTER_GL();
202 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
203 LEAVE_GL();
204 }
205 This->buffer_object = 0;
206 buffer_clear_dirty_areas(This);
207 }
208
209 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
210 const enum wined3d_buffer_conversion_type conversion_type,
211 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
212 {
213 DWORD attrib_size;
214 BOOL ret = FALSE;
215 unsigned int i;
216 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
217 DWORD_PTR data;
218
219 /* Check for some valid situations which cause us pain. One is if the buffer is used for
220 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
221 * with different strides. In the 2nd case we might have to drop conversion entirely,
222 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
223 */
224 if (!attrib->stride)
225 {
226 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
227 debug_d3dformat(attrib->format_desc->format));
228 }
229 else if(attrib->stride != *stride_this_run && *stride_this_run)
230 {
231 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
232 }
233 else
234 {
235 *stride_this_run = attrib->stride;
236 if (This->stride != *stride_this_run)
237 {
238 /* We rely that this happens only on the first converted attribute that is found,
239 * if at all. See above check
240 */
241 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
242 This->stride = *stride_this_run;
243 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
244 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
245 sizeof(*This->conversion_map) * This->stride);
246 ret = TRUE;
247 }
248 }
249
250 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
251 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
252 for (i = 0; i < attrib_size; ++i)
253 {
254 if (This->conversion_map[data + i] != conversion_type)
255 {
256 TRACE("Byte %ld in vertex changed\n", i + data);
257 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
258 ret = TRUE;
259 This->conversion_map[data + i] = conversion_type;
260 }
261 }
262
263 return ret;
264 }
265
266 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
267 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
268 DWORD *stride_this_run, BOOL *float16_used)
269 {
270 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
271 IWineD3DDeviceImpl *device = This->resource.device;
272 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
273 BOOL ret = FALSE;
274 WINED3DFORMAT format;
275
276 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
277 * there, on nonexistent attribs the vbo is 0.
278 */
279 if (!(si->use_map & (1 << attrib_idx))
280 || attrib->buffer_object != This->buffer_object)
281 return FALSE;
282
283 format = attrib->format_desc->format;
284 /* Look for newly appeared conversion */
285 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
286 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
287 {
288 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
289
290 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
291 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
292 *float16_used = TRUE;
293 }
294 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
295 {
296 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
297
298 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
299 }
300 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
301 {
302 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
303 }
304 else if (This->conversion_map)
305 {
306 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
307 }
308
309 return ret;
310 }
311
312 static UINT *find_conversion_shift(struct wined3d_buffer *This,
313 const struct wined3d_stream_info *strided, UINT stride)
314 {
315 UINT *ret, i, j, shift, orig_type_size;
316
317 if (!stride)
318 {
319 TRACE("No shift\n");
320 return NULL;
321 }
322
323 This->conversion_stride = stride;
324 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
325 for (i = 0; i < MAX_ATTRIBS; ++i)
326 {
327 WINED3DFORMAT format;
328
329 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
330
331 format = strided->elements[i].format_desc->format;
332 if (format == WINED3DFMT_R16G16_FLOAT)
333 {
334 shift = 4;
335 }
336 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
337 {
338 shift = 8;
339 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
340 * compatible
341 */
342 for (j = 4; j < 8; ++j)
343 {
344 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
345 }
346 }
347 else
348 {
349 shift = 0;
350 }
351 This->conversion_stride += shift;
352
353 if (shift)
354 {
355 orig_type_size = strided->elements[i].format_desc->component_count
356 * strided->elements[i].format_desc->component_size;
357 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
358 {
359 ret[j] += shift;
360 }
361 }
362 }
363
364 if (TRACE_ON(d3d))
365 {
366 TRACE("Dumping conversion shift:\n");
367 for (i = 0; i < stride; ++i)
368 {
369 TRACE("[%d]", ret[i]);
370 }
371 TRACE("\n");
372 }
373
374 return ret;
375 }
376
377 static BOOL buffer_find_decl(struct wined3d_buffer *This)
378 {
379 IWineD3DDeviceImpl *device = This->resource.device;
380 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
381 const struct wined3d_stream_info *si = &device->strided_streams;
382 UINT stride_this_run = 0;
383 BOOL float16_used = FALSE;
384 BOOL ret = FALSE;
385 unsigned int i;
386
387 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
388 * Once we have our declaration there is no need to look it up again. Index buffers also never need
389 * conversion, so once the (empty) conversion structure is created don't bother checking again
390 */
391 if (This->flags & WINED3D_BUFFER_HASDESC)
392 {
393 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
394 }
395
396 TRACE("Finding vertex buffer conversion information\n");
397 /* Certain declaration types need some fixups before we can pass them to
398 * opengl. This means D3DCOLOR attributes with fixed function vertex
399 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
400 * GL_ARB_half_float_vertex is not supported.
401 *
402 * Note for d3d8 and d3d9:
403 * The vertex buffer FVF doesn't help with finding them, we have to use
404 * the decoded vertex declaration and pick the things that concern the
405 * current buffer. A problem with this is that this can change between
406 * draws, so we have to validate the information and reprocess the buffer
407 * if it changes, and avoid false positives for performance reasons.
408 * WineD3D doesn't even know the vertex buffer any more, it is managed
409 * by the client libraries and passed to SetStreamSource and ProcessVertices
410 * as needed.
411 *
412 * We have to distinguish between vertex shaders and fixed function to
413 * pick the way we access the strided vertex information.
414 *
415 * This code sets up a per-byte array with the size of the detected
416 * stride of the arrays in the buffer. For each byte we have a field
417 * that marks the conversion needed on this byte. For example, the
418 * following declaration with fixed function vertex processing:
419 *
420 * POSITIONT, FLOAT4
421 * NORMAL, FLOAT3
422 * DIFFUSE, FLOAT16_4
423 * SPECULAR, D3DCOLOR
424 *
425 * Will result in
426 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
427 * [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]
428 *
429 * Where in this example map P means 4 component position conversion, 0
430 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
431 * conversion (red / blue swizzle).
432 *
433 * If we're doing conversion and the stride changes we have to reconvert
434 * the whole buffer. Note that we do not mind if the semantic changes,
435 * we only care for the conversion type. So if the NORMAL is replaced
436 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
437 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
438 * conversion types depend on the semantic as well, for example a FLOAT4
439 * texcoord needs no conversion while a FLOAT4 positiont needs one
440 */
441 if (use_vs(device->stateBlock))
442 {
443 TRACE("vshader\n");
444 /* If the current vertex declaration is marked for no half float conversion don't bother to
445 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
446 * if we used conversion before
447 */
448 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
449 {
450 if (This->conversion_map)
451 {
452 TRACE("Now using shaders without conversion, but conversion used before\n");
453 HeapFree(GetProcessHeap(), 0, This->conversion_map);
454 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
455 This->conversion_map = NULL;
456 This->stride = 0;
457 This->conversion_shift = NULL;
458 This->conversion_stride = 0;
459 return TRUE;
460 }
461 else
462 {
463 return FALSE;
464 }
465 }
466 for (i = 0; i < MAX_ATTRIBS; ++i)
467 {
468 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
469 }
470
471 /* Recalculate the conversion shift map if the declaration has changed,
472 * and we're using float16 conversion or used it on the last run
473 */
474 if (ret && (float16_used || This->conversion_map))
475 {
476 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
477 This->conversion_shift = find_conversion_shift(This, si, This->stride);
478 }
479 }
480 else
481 {
482 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
483 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
484 * the attributes that our current fixed function pipeline implementation cares for.
485 */
486 BOOL support_d3dcolor = gl_info->supported[EXT_VERTEX_ARRAY_BGRA];
487 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
488 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
489 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
490 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
491 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
492 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
493 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
494 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
495 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
496 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
497 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
498 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
499 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
500 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
501 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
502 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
503 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
504 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
505 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
506 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
507 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
508 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
509 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
510 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
511
512 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
513 }
514
515 if (stride_this_run == 0 && This->conversion_map)
516 {
517 /* Sanity test */
518 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
519 HeapFree(GetProcessHeap(), 0, This->conversion_map);
520 This->conversion_map = NULL;
521 This->stride = 0;
522 }
523
524 if (ret) TRACE("Conversion information changed\n");
525
526 return ret;
527 }
528
529 /* Context activation is done by the caller. */
530 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
531 {
532 UINT size = This->conversion_stride ?
533 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
534 if (This->buffer_object_size != size)
535 {
536 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
537
538 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
539 {
540 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
541 }
542
543 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
544 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
545 {
546 buffer_get_sysmem(This);
547 }
548
549 ENTER_GL();
550 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
551 checkGLcall("glBindBufferARB");
552 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
553 This->buffer_object_size = size;
554 checkGLcall("glBufferDataARB");
555 LEAVE_GL();
556 }
557 }
558
559 static inline void fixup_d3dcolor(DWORD *dst_color)
560 {
561 DWORD src_color = *dst_color;
562
563 /* Color conversion like in drawStridedSlow. watch out for little endianity
564 * If we want that stuff to work on big endian machines too we have to consider more things
565 *
566 * 0xff000000: Alpha mask
567 * 0x00ff0000: Blue mask
568 * 0x0000ff00: Green mask
569 * 0x000000ff: Red mask
570 */
571 *dst_color = 0;
572 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
573 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
574 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
575 }
576
577 static inline void fixup_transformed_pos(float *p)
578 {
579 /* rhw conversion like in position_float4(). */
580 if (p[3] != 1.0f && p[3] != 0.0f)
581 {
582 float w = 1.0f / p[3];
583 p[0] *= w;
584 p[1] *= w;
585 p[2] *= w;
586 p[3] = w;
587 }
588 }
589
590 /* Context activation is done by the caller. */
591 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
592 {
593 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
594
595 *buffer_object = This->buffer_object;
596 if (!This->buffer_object)
597 {
598 if (This->flags & WINED3D_BUFFER_CREATEBO)
599 {
600 buffer_create_buffer_object(This);
601 This->flags &= ~WINED3D_BUFFER_CREATEBO;
602 if (This->buffer_object)
603 {
604 *buffer_object = This->buffer_object;
605 return (const BYTE *)offset;
606 }
607 }
608 return This->resource.allocatedMemory + offset;
609 }
610 else
611 {
612 return (const BYTE *)offset;
613 }
614 }
615
616 /* IUnknown methods */
617
618 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
619 REFIID riid, void **object)
620 {
621 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
622
623 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
624 || IsEqualGUID(riid, &IID_IWineD3DResource)
625 || IsEqualGUID(riid, &IID_IWineD3DBase)
626 || IsEqualGUID(riid, &IID_IUnknown))
627 {
628 IUnknown_AddRef(iface);
629 *object = iface;
630 return S_OK;
631 }
632
633 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
634
635 *object = NULL;
636
637 return E_NOINTERFACE;
638 }
639
640 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
641 {
642 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
643 ULONG refcount = InterlockedIncrement(&This->resource.ref);
644
645 TRACE("%p increasing refcount to %u\n", This, refcount);
646
647 return refcount;
648 }
649
650 /* Context activation is done by the caller. */
651 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
652 {
653 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
654 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
655
656 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
657 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
658 ENTER_GL();
659 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
660 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
661 LEAVE_GL();
662 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
663
664 return This->resource.allocatedMemory;
665 }
666
667 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
668 {
669 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
670
671 TRACE("iface %p\n", iface);
672
673 if (This->buffer_object)
674 {
675 IWineD3DDeviceImpl *device = This->resource.device;
676 struct wined3d_context *context;
677
678 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
679
680 /* Download the buffer, but don't permanently enable double buffering */
681 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
682 {
683 buffer_get_sysmem(This);
684 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
685 }
686
687 ENTER_GL();
688 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
689 checkGLcall("glDeleteBuffersARB");
690 LEAVE_GL();
691 This->buffer_object = 0;
692 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
693 buffer_clear_dirty_areas(This);
694
695 context_release(context);
696
697 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
698 This->conversion_shift = NULL;
699 HeapFree(GetProcessHeap(), 0, This->conversion_map);
700 This->conversion_map = NULL;
701 This->stride = 0;
702 This->conversion_stride = 0;
703 This->flags &= ~WINED3D_BUFFER_HASDESC;
704 }
705 }
706
707 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
708 {
709 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
710 ULONG refcount = InterlockedDecrement(&This->resource.ref);
711
712 TRACE("%p decreasing refcount to %u\n", This, refcount);
713
714 if (!refcount)
715 {
716 buffer_UnLoad(iface);
717 resource_cleanup((IWineD3DResource *)iface);
718 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
719 HeapFree(GetProcessHeap(), 0, This->maps);
720 HeapFree(GetProcessHeap(), 0, This);
721 }
722
723 return refcount;
724 }
725
726 /* IWineD3DBase methods */
727
728 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
729 {
730 return resource_get_parent((IWineD3DResource *)iface, parent);
731 }
732
733 /* IWineD3DResource methods */
734
735 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
736 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
737 {
738 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
739 }
740
741 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
742 REFGUID guid, void *data, DWORD *data_size)
743 {
744 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
745 }
746
747 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
748 {
749 return resource_free_private_data((IWineD3DResource *)iface, guid);
750 }
751
752 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
753 {
754 return resource_set_priority((IWineD3DResource *)iface, priority);
755 }
756
757 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
758 {
759 return resource_get_priority((IWineD3DResource *)iface);
760 }
761
762 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
763 {
764 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
765 IWineD3DDeviceImpl *device = This->resource.device;
766 UINT start = 0, end = 0, len = 0, vertices;
767 struct wined3d_context *context;
768 BOOL decl_changed = FALSE;
769 unsigned int i, j;
770 BYTE *data;
771
772 TRACE("iface %p\n", iface);
773
774 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
775
776 if (!This->buffer_object)
777 {
778 /* TODO: Make converting independent from VBOs */
779 if (This->flags & WINED3D_BUFFER_CREATEBO)
780 {
781 buffer_create_buffer_object(This);
782 This->flags &= ~WINED3D_BUFFER_CREATEBO;
783 }
784 else
785 {
786 /* Not doing any conversion */
787 goto end;
788 }
789 }
790
791 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
792 if (device->isInDraw && This->bind_count > 0)
793 {
794 decl_changed = buffer_find_decl(This);
795 This->flags |= WINED3D_BUFFER_HASDESC;
796 }
797
798 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
799 {
800 context_release(context);
801 ++This->draw_count;
802 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
803 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
804 return;
805 }
806
807 /* If applications change the declaration over and over, reconverting all the time is a huge
808 * performance hit. So count the declaration changes and release the VBO if there are too many
809 * of them (and thus stop converting)
810 */
811 if (decl_changed)
812 {
813 ++This->decl_change_count;
814 This->draw_count = 0;
815
816 if (This->decl_change_count > VB_MAXDECLCHANGES ||
817 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
818 {
819 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
820
821 IWineD3DBuffer_UnLoad(iface);
822 This->flags &= ~WINED3D_BUFFER_CREATEBO;
823
824 /* The stream source state handler might have read the memory of the vertex buffer already
825 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
826 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
827 * rarely
828 */
829 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
830 goto end;
831 }
832 buffer_check_buffer_object_size(This);
833 }
834 else
835 {
836 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
837 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
838 * decl changes and reset the decl change count after a specific number of them
839 */
840 if(buffer_is_fully_dirty(This))
841 {
842 ++This->full_conversion_count;
843 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
844 {
845 FIXME("Too many full buffer conversions, stopping converting\n");
846 IWineD3DBuffer_UnLoad(iface);
847 This->flags &= ~WINED3D_BUFFER_CREATEBO;
848 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
849 goto end;
850 }
851 }
852 else
853 {
854 ++This->draw_count;
855 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
856 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
857 }
858 }
859
860 if (decl_changed)
861 {
862 /* The declaration changed, reload the whole buffer */
863 WARN("Reloading buffer because of decl change\n");
864 buffer_clear_dirty_areas(This);
865 if(!buffer_add_dirty_area(This, 0, 0))
866 {
867 ERR("buffer_add_dirty_area failed, this is not expected\n");
868 return;
869 }
870 }
871
872 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
873 {
874 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
875 }
876
877 if (!This->conversion_map)
878 {
879 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
880 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
881 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
882 */
883 TRACE("No conversion needed\n");
884
885 /* Nothing to do because we locked directly into the vbo */
886 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
887 {
888 context_release(context);
889 return;
890 }
891
892 ENTER_GL();
893 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
894 checkGLcall("glBindBufferARB");
895 while(This->modified_areas)
896 {
897 This->modified_areas--;
898 start = This->maps[This->modified_areas].offset;
899 len = This->maps[This->modified_areas].size;
900 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, This->resource.allocatedMemory + start));
901 checkGLcall("glBufferSubDataARB");
902 }
903 LEAVE_GL();
904
905 context_release(context);
906 return;
907 }
908
909 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
910 {
911 buffer_get_sysmem(This);
912 }
913
914 /* Now for each vertex in the buffer that needs conversion */
915 vertices = This->resource.size / This->stride;
916
917 if (This->conversion_shift)
918 {
919 TRACE("Shifted conversion\n");
920 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
921
922 start = 0;
923 len = This->resource.size;
924 end = start + len;
925
926 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
927 {
928 FIXME("Implement partial buffer load with shifted conversion\n");
929 }
930
931 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
932 {
933 for (j = 0; j < This->stride; ++j)
934 {
935 switch(This->conversion_map[j])
936 {
937 case CONV_NONE:
938 data[This->conversion_stride * i + j + This->conversion_shift[j]]
939 = This->resource.allocatedMemory[This->stride * i + j];
940 break;
941
942 case CONV_FLOAT16_2:
943 {
944 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
945 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
946
947 out[1] = float_16_to_32(in + 1);
948 out[0] = float_16_to_32(in + 0);
949 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
950 break;
951 }
952
953 default:
954 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
955 break;
956 }
957 }
958 }
959
960 ENTER_GL();
961 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
962 checkGLcall("glBindBufferARB");
963 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
964 checkGLcall("glBufferSubDataARB");
965 LEAVE_GL();
966 }
967 else
968 {
969 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
970
971 while(This->modified_areas)
972 {
973 This->modified_areas--;
974 start = This->maps[This->modified_areas].offset;
975 len = This->maps[This->modified_areas].size;
976 end = start + len;
977
978 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
979 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
980 {
981 for (j = 0; j < This->stride; ++j)
982 {
983 switch(This->conversion_map[j])
984 {
985 case CONV_NONE:
986 /* Done already */
987 j += 3;
988 break;
989 case CONV_D3DCOLOR:
990 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
991 j += 3;
992 break;
993
994 case CONV_POSITIONT:
995 fixup_transformed_pos((float *) (data + i * This->stride + j));
996 j += 15;
997 break;
998
999 case CONV_FLOAT16_2:
1000 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1001 default:
1002 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1003 }
1004 }
1005 }
1006
1007 ENTER_GL();
1008 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1009 checkGLcall("glBindBufferARB");
1010 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1011 checkGLcall("glBufferSubDataARB");
1012 LEAVE_GL();
1013 }
1014 }
1015
1016 HeapFree(GetProcessHeap(), 0, data);
1017
1018 end:
1019 context_release(context);
1020 }
1021
1022 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1023 {
1024 return resource_get_type((IWineD3DResource *)iface);
1025 }
1026
1027 /* IWineD3DBuffer methods */
1028
1029 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1030 {
1031 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1032 LONG count;
1033
1034 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1035
1036 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1037
1038 count = InterlockedIncrement(&This->lock_count);
1039
1040 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1041 {
1042 if(count == 1)
1043 {
1044 IWineD3DDeviceImpl *device = This->resource.device;
1045 struct wined3d_context *context;
1046
1047 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1048 {
1049 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1050 }
1051
1052 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1053 ENTER_GL();
1054 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1055 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1056 LEAVE_GL();
1057 context_release(context);
1058 }
1059 }
1060
1061 *data = This->resource.allocatedMemory + offset;
1062
1063 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1064 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1065
1066 return WINED3D_OK;
1067 }
1068
1069 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1070 {
1071 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1072 ULONG i;
1073
1074 TRACE("(%p)\n", This);
1075
1076 /* In the case that the number of Unmap calls > the
1077 * number of Map calls, d3d returns always D3D_OK.
1078 * This is also needed to prevent Map from returning garbage on
1079 * the next call (this will happen if the lock_count is < 0). */
1080 if(This->lock_count == 0)
1081 {
1082 TRACE("Unmap called without a previous Map call!\n");
1083 return WINED3D_OK;
1084 }
1085
1086 if (InterlockedDecrement(&This->lock_count))
1087 {
1088 /* Delay loading the buffer until everything is unlocked */
1089 TRACE("Ignoring unlock\n");
1090 return WINED3D_OK;
1091 }
1092
1093 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1094 {
1095 IWineD3DDeviceImpl *device = This->resource.device;
1096 struct wined3d_context *context;
1097
1098 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1099 {
1100 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1101 }
1102
1103 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1104 ENTER_GL();
1105 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1106
1107 if(This->flags & WINED3D_BUFFER_FLUSH)
1108 {
1109 for(i = 0; i < This->modified_areas; i++)
1110 {
1111 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1112 This->maps[i].offset,
1113 This->maps[i].size));
1114 checkGLcall("glFlushMappedBufferRangeAPPLE");
1115 }
1116 }
1117
1118 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1119 LEAVE_GL();
1120 context_release(context);
1121
1122 This->resource.allocatedMemory = NULL;
1123 buffer_clear_dirty_areas(This);
1124 }
1125 else if (This->flags & WINED3D_BUFFER_HASDESC)
1126 {
1127 buffer_PreLoad(iface);
1128 }
1129
1130 return WINED3D_OK;
1131 }
1132
1133 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1134 {
1135 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1136
1137 TRACE("(%p)\n", This);
1138
1139 desc->Type = This->resource.resourceType;
1140 desc->Usage = This->resource.usage;
1141 desc->Pool = This->resource.pool;
1142 desc->Size = This->resource.size;
1143
1144 return WINED3D_OK;
1145 }
1146
1147 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1148 {
1149 /* IUnknown methods */
1150 buffer_QueryInterface,
1151 buffer_AddRef,
1152 buffer_Release,
1153 /* IWineD3DBase methods */
1154 buffer_GetParent,
1155 /* IWineD3DResource methods */
1156 buffer_SetPrivateData,
1157 buffer_GetPrivateData,
1158 buffer_FreePrivateData,
1159 buffer_SetPriority,
1160 buffer_GetPriority,
1161 buffer_PreLoad,
1162 buffer_UnLoad,
1163 buffer_GetType,
1164 /* IWineD3DBuffer methods */
1165 buffer_Map,
1166 buffer_Unmap,
1167 buffer_GetDesc,
1168 };
1169
1170 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1171 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1172 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1173 {
1174 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1175 HRESULT hr;
1176 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1177 BOOL dynamic_buffer_ok;
1178
1179 if (!size)
1180 {
1181 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1182 return WINED3DERR_INVALIDCALL;
1183 }
1184
1185 buffer->vtbl = &wined3d_buffer_vtbl;
1186
1187 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1188 device, size, usage, format_desc, pool, parent, parent_ops);
1189 if (FAILED(hr))
1190 {
1191 WARN("Failed to initialize resource, hr %#x\n", hr);
1192 return hr;
1193 }
1194 buffer->buffer_type_hint = bind_hint;
1195
1196 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1197 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1198
1199 /* TODO: GL_ARB_map_buffer_range */
1200 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1201
1202 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1203 * drawStridedFast (half-life 2 and others).
1204 *
1205 * Basically converting the vertices in the buffer is quite expensive, and observations
1206 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1207 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1208 */
1209 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1210 {
1211 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1212 }
1213 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1214 {
1215 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1216 }
1217 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1218 {
1219 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1220 }
1221 else
1222 {
1223 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1224 }
1225
1226 if (data)
1227 {
1228 BYTE *ptr;
1229
1230 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1231 if (FAILED(hr))
1232 {
1233 ERR("Failed to map buffer, hr %#x\n", hr);
1234 buffer_UnLoad((IWineD3DBuffer *)buffer);
1235 resource_cleanup((IWineD3DResource *)buffer);
1236 return hr;
1237 }
1238
1239 memcpy(ptr, data, size);
1240
1241 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1242 if (FAILED(hr))
1243 {
1244 ERR("Failed to unmap buffer, hr %#x\n", hr);
1245 buffer_UnLoad((IWineD3DBuffer *)buffer);
1246 resource_cleanup((IWineD3DResource *)buffer);
1247 return hr;
1248 }
1249 }
1250
1251 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1252 if (!buffer->maps)
1253 {
1254 ERR("Out of memory\n");
1255 buffer_UnLoad((IWineD3DBuffer *)buffer);
1256 resource_cleanup((IWineD3DResource *)buffer);
1257 return E_OUTOFMEMORY;
1258 }
1259 buffer->maps_size = 1;
1260
1261 return WINED3D_OK;
1262 }