diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 62a1921ed48..6f66b97176d 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -30,7 +30,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */ -#define WINED3D_BUFFER_CREATEBO 0x02 /* Create a buffer object for this buffer. */ +#define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */ #define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */ #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */ #define WINED3D_BUFFER_SYNC 0x10 /* There has been at least one synchronized map since the last preload. */ @@ -199,8 +199,9 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wine return; fail: - /* Clean up all vbo init, but continue because we can work without a vbo :-) */ + /* Clean up all VBO init, but continue because we can work without a VBO :-) */ ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n"); + This->flags &= ~WINED3D_BUFFER_USE_BO; delete_gl_buffer(This, gl_info); buffer_clear_dirty_areas(This); } @@ -457,10 +458,9 @@ void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *co data->buffer_object = buffer->buffer_object; if (!buffer->buffer_object) { - if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count) + if ((buffer->flags & WINED3D_BUFFER_USE_BO) && !buffer->resource.map_count) { buffer_create_buffer_object(buffer, context); - buffer->flags &= ~WINED3D_BUFFER_CREATEBO; if (buffer->buffer_object) { data->buffer_object = buffer->buffer_object; @@ -526,7 +526,6 @@ static void buffer_unload(struct wined3d_resource *resource) } delete_gl_buffer(buffer, context->gl_info); - buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */ buffer_clear_dirty_areas(buffer); context_release(context); @@ -739,10 +738,9 @@ void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_conte if (!buffer->buffer_object) { /* TODO: Make converting independent from VBOs */ - if (buffer->flags & WINED3D_BUFFER_CREATEBO) + if (buffer->flags & WINED3D_BUFFER_USE_BO) { buffer_create_buffer_object(buffer, context); - buffer->flags &= ~WINED3D_BUFFER_CREATEBO; } else { @@ -793,8 +791,8 @@ void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_conte { FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n"); + buffer->flags &= ~WINED3D_BUFFER_USE_BO; buffer_unload(&buffer->resource); - buffer->flags &= ~WINED3D_BUFFER_CREATEBO; /* The stream source state handler might have read the memory of * the vertex buffer already and got the memory in the vbo which @@ -826,8 +824,8 @@ void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_conte if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS) { FIXME("Too many full buffer conversions, stopping converting.\n"); + buffer->flags &= ~WINED3D_BUFFER_USE_BO; buffer_unload(&buffer->resource); - buffer->flags &= ~WINED3D_BUFFER_CREATEBO; if (buffer->resource.bind_count) device_invalidate_state(device, STATE_STREAMSRC); return; @@ -1008,8 +1006,8 @@ HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UIN * that returns unaligned pointers */ TRACE("Dynamic buffer, dropping VBO\n"); + buffer->flags &= ~WINED3D_BUFFER_USE_BO; buffer_unload(&buffer->resource); - buffer->flags &= ~WINED3D_BUFFER_CREATEBO; if (buffer->resource.bind_count) device_invalidate_state(device, STATE_STREAMSRC); } @@ -1278,7 +1276,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device if (!size) { - WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n"); + WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } @@ -1292,7 +1290,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops); if (FAILED(hr)) { - WARN("Failed to initialize resource, hr %#x\n", hr); + WARN("Failed to initialize resource, hr %#x.\n", hr); return hr; } buffer->buffer_type_hint = bind_hint; @@ -1305,7 +1303,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps. * Keep a system memory copy of the buffer to provide the same behavior to the application. * Still use a VBO to support OpenGL 3 core contexts. */ - TRACE("Using doublebuffer mode because of software vertex processing\n"); + TRACE("Using doublebuffer mode because of software vertex processing.\n"); buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER; } @@ -1316,19 +1314,19 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) { - TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n"); + TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n"); } - else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM) + else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM) { - TRACE("Not creating a vbo because the vertex buffer is in system memory\n"); + TRACE("Not creating a BO because the buffer is in system memory.\n"); } - else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) + else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) { - TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n"); + TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n"); } else { - buffer->flags |= WINED3D_BUFFER_CREATEBO; + buffer->flags |= WINED3D_BUFFER_USE_BO; } if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))