2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
29 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
30 #define WINED3D_BUFFER_CREATEBO 0x02 /* Create a buffer object for this buffer. */
31 #define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */
32 #define WINED3D_BUFFER_FLUSH 0x08 /* Manual unmap flushing. */
33 #define WINED3D_BUFFER_DISCARD 0x10 /* A DISCARD lock has occurred since the last preload. */
34 #define WINED3D_BUFFER_NOSYNC 0x20 /* All locks since the last preload had NOOVERWRITE set. */
35 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
37 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
38 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
39 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
40 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
42 static void buffer_invalidate_bo_range(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
)
47 if (offset
> buffer
->resource
.size
|| offset
+ size
> buffer
->resource
.size
)
49 WARN("Invalid range specified, invalidating entire buffer.\n");
53 if (buffer
->modified_areas
>= buffer
->maps_size
)
55 struct wined3d_map_range
*new;
57 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer
->maps
, 2 * buffer
->maps_size
* sizeof(*buffer
->maps
))))
59 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
64 buffer
->maps_size
*= 2;
67 buffer
->maps
[buffer
->modified_areas
].offset
= offset
;
68 buffer
->maps
[buffer
->modified_areas
].size
= size
;
69 ++buffer
->modified_areas
;
73 buffer
->modified_areas
= 1;
74 buffer
->maps
[0].offset
= 0;
75 buffer
->maps
[0].size
= buffer
->resource
.size
;
78 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
80 This
->modified_areas
= 0;
83 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
85 return !!buffer
->modified_areas
;
88 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
92 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
94 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
100 /* Context activation is done by the caller */
101 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
103 if(!This
->buffer_object
) return;
105 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
106 checkGLcall("glDeleteBuffersARB");
107 This
->buffer_object
= 0;
111 wined3d_event_query_destroy(This
->query
);
114 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
120 GLenum gl_usage
= GL_STATIC_DRAW_ARB
;
123 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
124 This
, debug_d3dusage(This
->resource
.usage
));
126 /* Make sure that the gl error is cleared. Do not use checkGLcall
127 * here because checkGLcall just prints a fixme and continues. However,
128 * if an error during VBO creation occurs we can fall back to non-vbo operation
129 * with full functionality(but performance loss)
131 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
133 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
134 * The vertex declaration from the device determines how the data in the
135 * buffer is interpreted. This means that on each draw call the buffer has
136 * to be verified to check if the rhw and color values are in the correct
139 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
140 error
= gl_info
->gl_ops
.gl
.p_glGetError();
141 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
143 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
147 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
148 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
149 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
150 error
= gl_info
->gl_ops
.gl
.p_glGetError();
151 if (error
!= GL_NO_ERROR
)
153 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
157 if (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
159 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
160 gl_usage
= GL_STREAM_DRAW_ARB
;
162 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
164 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
165 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
166 This
->flags
|= WINED3D_BUFFER_FLUSH
;
168 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
170 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
172 /* No setup is needed here for GL_ARB_map_buffer_range */
175 /* Reserve memory for the buffer. The amount of data won't change
176 * so we are safe with calling glBufferData once and
177 * calling glBufferSubData on updates. Upload the actual data in case
178 * we're not double buffering, so we can release the heap mem afterwards
180 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
181 error
= gl_info
->gl_ops
.gl
.p_glGetError();
182 if (error
!= GL_NO_ERROR
)
184 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
188 This
->buffer_object_size
= This
->resource
.size
;
189 This
->buffer_object_usage
= gl_usage
;
191 if (This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
193 buffer_invalidate_bo_range(This
, 0, 0);
197 wined3d_resource_free_sysmem(This
->resource
.heap_memory
);
198 This
->resource
.allocatedMemory
= NULL
;
199 This
->resource
.heap_memory
= NULL
;
205 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
206 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
207 delete_gl_buffer(This
, gl_info
);
208 buffer_clear_dirty_areas(This
);
211 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
212 const enum wined3d_buffer_conversion_type conversion_type
,
213 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
220 /* Check for some valid situations which cause us pain. One is if the buffer is used for
221 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
222 * with different strides. In the 2nd case we might have to drop conversion entirely,
223 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
227 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
228 debug_d3dformat(attrib
->format
->id
));
230 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
232 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
236 *stride_this_run
= attrib
->stride
;
237 if (This
->stride
!= *stride_this_run
)
239 /* We rely that this happens only on the first converted attribute that is found,
240 * if at all. See above check
242 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
243 This
->stride
= *stride_this_run
;
244 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
245 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
246 sizeof(*This
->conversion_map
) * This
->stride
);
251 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
252 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
253 for (i
= 0; i
< attrib_size
; ++i
)
255 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
256 if (This
->conversion_map
[idx
] != conversion_type
)
258 TRACE("Byte %ld in vertex changed\n", idx
);
259 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
261 This
->conversion_map
[idx
] = conversion_type
;
268 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
269 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL check_position
, const BOOL is_ffp_color
,
270 DWORD
*stride_this_run
)
272 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
273 enum wined3d_format_id format
;
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.
279 if (!(si
->use_map
& (1 << attrib_idx
))
280 || attrib
->data
.buffer_object
!= This
->buffer_object
)
283 format
= attrib
->format
->id
;
284 /* Look for newly appeared conversion */
285 if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
287 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
289 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
291 else if (check_position
&& si
->position_transformed
)
293 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
295 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
299 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
301 else if (This
->conversion_map
)
303 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
309 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
311 struct wined3d_device
*device
= This
->resource
.device
;
312 const struct wined3d_adapter
*adapter
= device
->adapter
;
313 const struct wined3d_stream_info
*si
= &device
->stream_info
;
314 const struct wined3d_state
*state
= &device
->state
;
315 BOOL support_d3dcolor
= adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
];
316 BOOL support_xyzrhw
= adapter
->d3d_info
.xyzrhw
;
317 UINT stride_this_run
= 0;
320 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
321 * Once we have our declaration there is no need to look it up again. Index buffers also never need
322 * conversion, so once the (empty) conversion structure is created don't bother checking again
324 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
326 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
331 TRACE("Vertex shaders used, no VBO conversion is needed\n");
332 if(This
->conversion_map
)
334 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
335 This
->conversion_map
= NULL
;
343 TRACE("Finding vertex buffer conversion information\n");
344 /* Certain declaration types need some fixups before we can pass them to
345 * opengl. This means D3DCOLOR attributes with fixed function vertex
346 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
347 * GL_ARB_half_float_vertex is not supported.
349 * Note for d3d8 and d3d9:
350 * The vertex buffer FVF doesn't help with finding them, we have to use
351 * the decoded vertex declaration and pick the things that concern the
352 * current buffer. A problem with this is that this can change between
353 * draws, so we have to validate the information and reprocess the buffer
354 * if it changes, and avoid false positives for performance reasons.
355 * WineD3D doesn't even know the vertex buffer any more, it is managed
356 * by the client libraries and passed to SetStreamSource and ProcessVertices
359 * We have to distinguish between vertex shaders and fixed function to
360 * pick the way we access the strided vertex information.
362 * This code sets up a per-byte array with the size of the detected
363 * stride of the arrays in the buffer. For each byte we have a field
364 * that marks the conversion needed on this byte. For example, the
365 * following declaration with fixed function vertex processing:
373 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
374 * [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]
376 * Where in this example map P means 4 component position conversion, 0
377 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
378 * conversion (red / blue swizzle).
380 * If we're doing conversion and the stride changes we have to reconvert
381 * the whole buffer. Note that we do not mind if the semantic changes,
382 * we only care for the conversion type. So if the NORMAL is replaced
383 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
384 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
385 * conversion types depend on the semantic as well, for example a FLOAT4
386 * texcoord needs no conversion while a FLOAT4 positiont needs one
389 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
390 TRUE
, !support_xyzrhw
, FALSE
, &stride_this_run
) || ret
;
391 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
392 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
393 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
394 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
395 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
396 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
397 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
398 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
399 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
400 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
401 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
402 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
403 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
404 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
405 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
406 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
407 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
408 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
409 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
410 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
411 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
412 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
414 if (!stride_this_run
&& This
->conversion_map
)
417 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
418 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
419 This
->conversion_map
= NULL
;
423 if (ret
) TRACE("Conversion information changed\n");
428 static inline void fixup_d3dcolor(DWORD
*dst_color
)
430 DWORD src_color
= *dst_color
;
432 /* Color conversion like in drawStridedSlow. watch out for little endianity
433 * If we want that stuff to work on big endian machines too we have to consider more things
435 * 0xff000000: Alpha mask
436 * 0x00ff0000: Blue mask
437 * 0x0000ff00: Green mask
438 * 0x000000ff: Red mask
441 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
442 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
443 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
446 static inline void fixup_transformed_pos(float *p
)
448 /* rhw conversion like in position_float4(). */
449 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
451 float w
= 1.0f
/ p
[3];
459 /* Context activation is done by the caller. */
460 void buffer_get_memory(struct wined3d_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
,
461 struct wined3d_bo_address
*data
)
463 data
->buffer_object
= buffer
->buffer_object
;
464 if (!buffer
->buffer_object
)
466 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
468 buffer_create_buffer_object(buffer
, gl_info
);
469 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
470 if (buffer
->buffer_object
)
472 data
->buffer_object
= buffer
->buffer_object
;
477 data
->addr
= buffer
->resource
.allocatedMemory
;
485 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
487 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
489 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
494 /* Context activation is done by the caller. */
495 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
497 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
498 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
500 This
->resource
.heap_memory
= wined3d_resource_allocate_sysmem(This
->resource
.size
);
501 This
->resource
.allocatedMemory
= This
->resource
.heap_memory
;
503 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
504 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
506 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
507 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
508 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
510 return This
->resource
.allocatedMemory
;
513 /* Do not call while under the GL lock. */
514 static void buffer_unload(struct wined3d_resource
*resource
)
516 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
518 TRACE("buffer %p.\n", buffer
);
520 if (buffer
->buffer_object
)
522 struct wined3d_device
*device
= resource
->device
;
523 struct wined3d_context
*context
;
525 context
= context_acquire(device
, NULL
);
527 /* Download the buffer, but don't permanently enable double buffering */
528 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
530 buffer_get_sysmem(buffer
, context
->gl_info
);
531 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
534 delete_gl_buffer(buffer
, context
->gl_info
);
535 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
536 buffer_clear_dirty_areas(buffer
);
538 context_release(context
);
540 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
541 buffer
->conversion_map
= NULL
;
543 buffer
->conversion_stride
= 0;
544 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
547 resource_unload(resource
);
550 /* Do not call while under the GL lock. */
551 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
553 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
554 struct wined3d_context
*context
;
556 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
560 if (buffer
->buffer_object
)
562 context
= context_acquire(buffer
->resource
.device
, NULL
);
563 delete_gl_buffer(buffer
, context
->gl_info
);
564 context_release(context
);
566 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
569 resource_cleanup(&buffer
->resource
);
570 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
571 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
572 HeapFree(GetProcessHeap(), 0, buffer
);
578 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
580 TRACE("buffer %p.\n", buffer
);
582 return buffer
->resource
.parent
;
585 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
587 return resource_set_priority(&buffer
->resource
, priority
);
590 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
592 return resource_get_priority(&buffer
->resource
);
595 /* The caller provides a context and binds the buffer */
596 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
598 enum wined3d_event_query_result ret
;
600 /* No fencing needs to be done if the app promises not to overwrite
602 if (flags
& WINED3D_MAP_NOOVERWRITE
)
605 if (flags
& WINED3D_MAP_DISCARD
)
607 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
608 checkGLcall("glBufferDataARB\n");
614 TRACE("Creating event query for buffer %p\n", This
);
616 if (!wined3d_event_query_supported(gl_info
))
618 FIXME("Event queries not supported, dropping async buffer locks.\n");
622 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
625 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
629 /* Since we don't know about old draws a glFinish is needed once */
630 gl_info
->gl_ops
.gl
.p_glFinish();
633 TRACE("Synchronizing buffer %p\n", This
);
634 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
637 case WINED3D_EVENT_QUERY_NOT_STARTED
:
638 case WINED3D_EVENT_QUERY_OK
:
642 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
643 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
647 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
654 wined3d_event_query_destroy(This
->query
);
658 gl_info
->gl_ops
.gl
.p_glFinish();
659 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
660 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
661 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
664 /* The caller provides a GL context */
665 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
668 UINT start
= 0, len
= 0;
670 /* This potentially invalidates the element array buffer binding, but the
671 * caller always takes care of this. */
672 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
673 checkGLcall("glBindBufferARB");
674 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
677 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
678 if (flags
& WINED3D_BUFFER_DISCARD
)
679 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
680 if (flags
& WINED3D_BUFFER_NOSYNC
)
681 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
682 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
683 This
->resource
.size
, mapflags
));
684 checkGLcall("glMapBufferRange");
688 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
691 if (flags
& WINED3D_BUFFER_DISCARD
)
692 syncflags
|= WINED3D_MAP_DISCARD
;
693 if (flags
& WINED3D_BUFFER_NOSYNC
)
694 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
695 buffer_sync_apple(This
, syncflags
, gl_info
);
697 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
698 checkGLcall("glMapBufferARB");
702 ERR("Failed to map opengl buffer\n");
706 while (This
->modified_areas
)
708 This
->modified_areas
--;
709 start
= This
->maps
[This
->modified_areas
].offset
;
710 len
= This
->maps
[This
->modified_areas
].size
;
712 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
714 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
716 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
717 checkGLcall("glFlushMappedBufferRange");
719 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
721 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
722 checkGLcall("glFlushMappedBufferRangeAPPLE");
725 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
726 checkGLcall("glUnmapBufferARB");
729 /* Do not call while under the GL lock. */
730 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
732 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
733 struct wined3d_device
*device
= buffer
->resource
.device
;
734 UINT start
= 0, end
= 0, len
= 0, vertices
;
735 const struct wined3d_gl_info
*gl_info
;
736 struct wined3d_context
*context
;
737 BOOL decl_changed
= FALSE
;
741 TRACE("buffer %p.\n", buffer
);
743 if (buffer
->resource
.map_count
)
745 WARN("Buffer is mapped, skipping preload.\n");
749 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
751 if (!buffer
->buffer_object
)
753 /* TODO: Make converting independent from VBOs */
754 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
756 context
= context_acquire(device
, NULL
);
757 buffer_create_buffer_object(buffer
, context
->gl_info
);
758 context_release(context
);
759 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
763 /* Not doing any conversion */
768 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
769 if (device
->isInDraw
&& buffer
->resource
.bind_count
> 0)
771 decl_changed
= buffer_find_decl(buffer
);
772 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
775 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
777 ++buffer
->draw_count
;
778 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
779 buffer
->decl_change_count
= 0;
780 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
781 buffer
->full_conversion_count
= 0;
785 /* If applications change the declaration over and over, reconverting all the time is a huge
786 * performance hit. So count the declaration changes and release the VBO if there are too many
787 * of them (and thus stop converting)
791 ++buffer
->decl_change_count
;
792 buffer
->draw_count
= 0;
794 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
795 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
797 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
799 buffer_unload(&buffer
->resource
);
800 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
802 /* The stream source state handler might have read the memory of
803 * the vertex buffer already and got the memory in the vbo which
804 * is not valid any longer. Dirtify the stream source to force a
805 * reload. This happens only once per changed vertexbuffer and
806 * should occur rather rarely. */
807 device_invalidate_state(device
, STATE_STREAMSRC
);
811 /* The declaration changed, reload the whole buffer. */
812 WARN("Reloading buffer because of a vertex declaration change.\n");
813 buffer_invalidate_bo_range(buffer
, 0, 0);
815 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
816 * cleared for unsynchronized updates
822 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
823 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
824 * decl changes and reset the decl change count after a specific number of them
826 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
828 ++buffer
->full_conversion_count
;
829 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
831 FIXME("Too many full buffer conversions, stopping converting.\n");
832 buffer_unload(&buffer
->resource
);
833 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
834 if (buffer
->resource
.bind_count
)
835 device_invalidate_state(device
, STATE_STREAMSRC
);
841 ++buffer
->draw_count
;
842 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
843 buffer
->decl_change_count
= 0;
844 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
845 buffer
->full_conversion_count
= 0;
849 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
850 device_invalidate_state(device
, STATE_INDEXBUFFER
);
852 if (!buffer
->conversion_map
)
854 /* That means that there is nothing to fixup. Just upload from
855 * buffer->resource.allocatedMemory directly into the vbo. Do not
856 * free the system memory copy because drawPrimitive may need it if
857 * the stride is 0, for instancing emulation, vertex blending
858 * emulation or shader emulation. */
859 TRACE("No conversion needed.\n");
861 /* Nothing to do because we locked directly into the vbo */
862 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
867 context
= context_acquire(device
, NULL
);
868 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
870 context_release(context
);
874 context
= context_acquire(device
, NULL
);
875 gl_info
= context
->gl_info
;
877 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
879 buffer_get_sysmem(buffer
, gl_info
);
882 /* Now for each vertex in the buffer that needs conversion */
883 vertices
= buffer
->resource
.size
/ buffer
->stride
;
885 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
887 while(buffer
->modified_areas
)
889 buffer
->modified_areas
--;
890 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
891 len
= buffer
->maps
[buffer
->modified_areas
].size
;
894 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
895 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
897 for (j
= 0; j
< buffer
->stride
; ++j
)
899 switch (buffer
->conversion_map
[j
])
906 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
911 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
915 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
920 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
921 checkGLcall("glBindBufferARB");
922 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
923 checkGLcall("glBufferSubDataARB");
926 HeapFree(GetProcessHeap(), 0, data
);
927 context_release(context
);
930 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
932 TRACE("buffer %p.\n", buffer
);
934 return &buffer
->resource
;
937 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
939 BOOL dirty
= buffer_is_dirty(buffer
);
942 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
944 flags
= wined3d_resource_sanitize_map_flags(&buffer
->resource
, flags
);
945 count
= ++buffer
->resource
.map_count
;
947 if (buffer
->buffer_object
)
949 /* DISCARD invalidates the entire buffer, regardless of the specified
950 * offset and size. Some applications also depend on the entire buffer
951 * being uploaded in that case. Two such applications are Port Royale
952 * and Darkstar One. */
953 if (flags
& WINED3D_MAP_DISCARD
)
954 buffer_invalidate_bo_range(buffer
, 0, 0);
955 else if (!(flags
& WINED3D_MAP_READONLY
))
956 buffer_invalidate_bo_range(buffer
, offset
, size
);
958 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
962 struct wined3d_device
*device
= buffer
->resource
.device
;
963 struct wined3d_context
*context
;
964 const struct wined3d_gl_info
*gl_info
;
966 context
= context_acquire(device
, NULL
);
967 gl_info
= context
->gl_info
;
969 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
970 context_invalidate_state(context
, STATE_INDEXBUFFER
);
971 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
973 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
975 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
976 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
977 0, buffer
->resource
.size
, mapflags
));
978 checkGLcall("glMapBufferRange");
982 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
983 buffer_sync_apple(buffer
, flags
, gl_info
);
984 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
986 checkGLcall("glMapBufferARB");
989 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
991 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
993 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
994 checkGLcall("glUnmapBufferARB");
995 buffer
->resource
.allocatedMemory
= NULL
;
997 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
999 /* The extra copy is more expensive than not using VBOs at
1000 * all on the Nvidia Linux driver, which is the only driver
1001 * that returns unaligned pointers
1003 TRACE("Dynamic buffer, dropping VBO\n");
1004 buffer_unload(&buffer
->resource
);
1005 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1006 if (buffer
->resource
.bind_count
)
1007 device_invalidate_state(device
, STATE_STREAMSRC
);
1011 TRACE("Falling back to doublebuffered operation\n");
1012 buffer_get_sysmem(buffer
, gl_info
);
1014 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1016 context_release(context
);
1023 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3D_MAP_NOOVERWRITE
))
1025 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1028 else if(flags
& WINED3D_MAP_NOOVERWRITE
)
1030 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1033 if (flags
& WINED3D_MAP_DISCARD
)
1035 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1040 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1042 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1043 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1048 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1052 TRACE("buffer %p.\n", buffer
);
1054 /* In the case that the number of Unmap calls > the
1055 * number of Map calls, d3d returns always D3D_OK.
1056 * This is also needed to prevent Map from returning garbage on
1057 * the next call (this will happen if the lock_count is < 0). */
1058 if (!buffer
->resource
.map_count
)
1060 WARN("Unmap called without a previous map call.\n");
1064 if (--buffer
->resource
.map_count
)
1066 /* Delay loading the buffer until everything is unlocked */
1067 TRACE("Ignoring unmap.\n");
1071 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1073 struct wined3d_device
*device
= buffer
->resource
.device
;
1074 const struct wined3d_gl_info
*gl_info
;
1075 struct wined3d_context
*context
;
1077 context
= context_acquire(device
, NULL
);
1078 gl_info
= context
->gl_info
;
1080 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1081 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1082 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1084 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1086 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1088 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1089 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1090 checkGLcall("glFlushMappedBufferRange");
1093 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1095 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1097 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1098 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1099 checkGLcall("glFlushMappedBufferRangeAPPLE");
1103 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1104 if (wined3d_settings
.strict_draw_ordering
)
1105 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1106 context_release(context
);
1108 buffer
->resource
.allocatedMemory
= NULL
;
1109 buffer_clear_dirty_areas(buffer
);
1111 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1113 wined3d_buffer_preload(buffer
);
1117 static const struct wined3d_resource_ops buffer_resource_ops
=
1122 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1123 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1124 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1126 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1127 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1129 BOOL dynamic_buffer_ok
;
1133 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1134 return WINED3DERR_INVALIDCALL
;
1137 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1138 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1139 parent
, parent_ops
, &buffer_resource_ops
);
1142 WARN("Failed to initialize resource, hr %#x\n", hr
);
1145 buffer
->buffer_type_hint
= bind_hint
;
1147 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1148 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1150 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
)
1152 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1153 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1154 * Still use a VBO to support OpenGL 3 core contexts. */
1155 TRACE("Using doublebuffer mode because of software vertex processing\n");
1156 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1159 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1161 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1162 * drawStridedFast (half-life 2 and others).
1164 * Basically converting the vertices in the buffer is quite expensive, and observations
1165 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1166 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1168 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1170 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1172 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1174 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1176 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1178 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1182 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1189 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1192 ERR("Failed to map buffer, hr %#x\n", hr
);
1193 buffer_unload(&buffer
->resource
);
1194 resource_cleanup(&buffer
->resource
);
1198 memcpy(ptr
, data
, size
);
1200 wined3d_buffer_unmap(buffer
);
1203 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1206 ERR("Out of memory\n");
1207 buffer_unload(&buffer
->resource
);
1208 resource_cleanup(&buffer
->resource
);
1209 return E_OUTOFMEMORY
;
1211 buffer
->maps_size
= 1;
1216 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1217 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1219 struct wined3d_buffer
*object
;
1222 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1224 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1226 return E_OUTOFMEMORY
;
1228 FIXME("Ignoring access flags (pool)\n");
1230 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1231 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1234 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1235 HeapFree(GetProcessHeap(), 0, object
);
1238 object
->desc
= *desc
;
1240 TRACE("Created buffer %p.\n", object
);
1247 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1248 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1250 struct wined3d_buffer
*object
;
1253 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1254 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1256 if (pool
== WINED3D_POOL_SCRATCH
)
1258 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1259 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1260 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1262 return WINED3DERR_INVALIDCALL
;
1265 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1269 return WINED3DERR_OUTOFVIDEOMEMORY
;
1272 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1273 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1276 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1277 HeapFree(GetProcessHeap(), 0, object
);
1281 TRACE("Created buffer %p.\n", object
);
1287 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1288 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1290 struct wined3d_buffer
*object
;
1293 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1294 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1296 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1300 return WINED3DERR_OUTOFVIDEOMEMORY
;
1303 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1304 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1305 parent
, parent_ops
);
1308 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1309 HeapFree(GetProcessHeap(), 0, object
);
1313 TRACE("Created buffer %p.\n", object
);