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