/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers * Copyright 2009-2010 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */ #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */ #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */ #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */ #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */ #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */ struct wined3d_buffer_ops { BOOL (*buffer_prepare_location)(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location); void (*buffer_unload_location)(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location); }; static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer) { if (buffer->resource.pin_sysmem) { TRACE("Not evicting system memory for buffer %p.\n", buffer); return; } TRACE("Evicting system memory for buffer %p.\n", buffer); wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM); wined3d_resource_free_sysmem(&buffer->resource); } static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size) { if (!offset && (!size || size == buffer->resource.size)) goto invalidate_all; if (offset > buffer->resource.size || size > buffer->resource.size - offset) { WARN("Invalid range specified, invalidating entire buffer.\n"); goto invalidate_all; } if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size, buffer->modified_areas + 1, sizeof(*buffer->maps))) { ERR("Failed to allocate maps array, invalidating entire buffer.\n"); goto invalidate_all; } buffer->maps[buffer->modified_areas].offset = offset; buffer->maps[buffer->modified_areas].size = size; ++buffer->modified_areas; return; invalidate_all: buffer->modified_areas = 1; buffer->maps[0].offset = 0; buffer->maps[0].size = buffer->resource.size; } static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This) { This->modified_areas = 0; } static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer) { return !!buffer->modified_areas; } static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer) { return buffer->modified_areas == 1 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size; } static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location) { TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location)); if (location & WINED3D_LOCATION_BUFFER) buffer_clear_dirty_areas(buffer); buffer->locations |= location; TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations)); } static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location, unsigned int offset, unsigned int size) { TRACE("buffer %p, location %s, offset %u, size %u.\n", buffer, wined3d_debug_location(location), offset, size); if (location & WINED3D_LOCATION_BUFFER) buffer_invalidate_bo_range(buffer, offset, size); buffer->locations &= ~location; TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations)); if (!buffer->locations) ERR("Buffer %p does not have any up to date location.\n", buffer); } void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) { wined3d_buffer_invalidate_range(buffer, location, 0, 0); } GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags) { if (!bind_flags) return GL_PIXEL_UNPACK_BUFFER; if (bind_flags == WINED3D_BIND_INDEX_BUFFER) return GL_ELEMENT_ARRAY_BUFFER; if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS) && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) return GL_TEXTURE_BUFFER; if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER) return GL_UNIFORM_BUFFER; if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) return GL_TRANSFORM_FEEDBACK_BUFFER; if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER && gl_info->supported[ARB_DRAW_INDIRECT]) return GL_DRAW_INDIRECT_BUFFER; if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER)) FIXME("Unhandled bind flags %#x.\n", bind_flags); return GL_ARRAY_BUFFER; } /* Context activation is done by the caller. */ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context_gl *context_gl) { struct wined3d_resource *resource = &buffer_gl->b.resource; struct wined3d_bo_gl *bo_gl; if (!buffer_gl->b.buffer_object) return; bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object); if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT) && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT)) { /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform * feedback is active. Deleting a buffer implicitly unbinds it, so we * need to end transform feedback here if this buffer was bound. * * This should only be possible if STATE_STREAM_OUTPUT is dirty; if we * do a draw call before destroying this buffer then the draw call will * already rebind the GL target. */ WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl); wined3d_context_gl_end_transform_feedback(context_gl); } buffer_gl->b.bo_user.valid = false; list_remove(&buffer_gl->b.bo_user.entry); wined3d_context_gl_destroy_bo(context_gl, bo_gl); heap_free(bo_gl); buffer_gl->b.buffer_object = NULL; } /* Context activation is done by the caller. */ static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context_gl *context_gl) { struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device); const struct wined3d_gl_info *gl_info = context_gl->gl_info; GLenum usage = GL_STATIC_DRAW; GLbitfield gl_storage_flags; struct wined3d_bo_gl *bo; bool coherent = true; GLsizeiptr size; GLenum binding; TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n", buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage)); if (!(bo = heap_alloc(sizeof(*bo)))) return FALSE; size = buffer_gl->b.resource.size; binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags); if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC) { usage = GL_STREAM_DRAW_ARB; coherent = false; } gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource); if (!wined3d_device_gl_create_bo(device_gl, context_gl, size, binding, usage, coherent, gl_storage_flags, bo)) { ERR("Failed to create OpenGL buffer object.\n"); buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO; buffer_clear_dirty_areas(&buffer_gl->b); heap_free(bo); return FALSE; } list_add_head(&bo->b.users, &buffer_gl->b.bo_user.entry); buffer_gl->b.buffer_object = &bo->b; buffer_invalidate_bo_range(&buffer_gl->b, 0, 0); return TRUE; } static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer, const enum wined3d_buffer_conversion_type conversion_type, const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run) { const struct wined3d_format *format = attrib->format; BOOL ret = FALSE; unsigned int i; DWORD_PTR data; /* Check for some valid situations which cause us pain. One is if the buffer is used for * constant attributes(stride = 0), the other one is if the buffer is used on two streams * with different strides. In the 2nd case we might have to drop conversion entirely, * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N. */ if (!attrib->stride) { FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n", debug_d3dformat(format->id)); } else if (attrib->stride != *stride_this_run && *stride_this_run) { FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run); } else { *stride_this_run = attrib->stride; if (buffer->stride != *stride_this_run) { /* We rely that this happens only on the first converted attribute that is found, * if at all. See above check */ TRACE("Reconverting because converted attributes occur, and the stride changed.\n"); buffer->stride = *stride_this_run; heap_free(buffer->conversion_map); buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map)); ret = TRUE; } } data = ((DWORD_PTR)attrib->data.addr) % buffer->stride; for (i = 0; i < format->byte_count; ++i) { DWORD_PTR idx = (data + i) % buffer->stride; if (buffer->conversion_map[idx] != conversion_type) { TRACE("Byte %lu in vertex changed:\n", idx); TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type); ret = TRUE; buffer->conversion_map[idx] = conversion_type; } } return ret; } #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si, const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run) { const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx]; enum wined3d_format_id format; BOOL ret = FALSE; /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is * there, on nonexistent attribs the vbo is 0. */ if (!(si->use_map & (1u << attrib_idx)) || state->streams[attrib->stream_idx].buffer != This) return FALSE; format = attrib->format->id; /* Look for newly appeared conversion */ if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM) { ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run); } else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed) { if (format != WINED3DFMT_R32G32B32A32_FLOAT) { FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format)); return FALSE; } ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run); } else if (This->conversion_map) { ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run); } return ret; } static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si, const struct wined3d_state *state, DWORD fixup_flags) { UINT stride_this_run = 0; BOOL ret = FALSE; /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer. * Once we have our declaration there is no need to look it up again. Index buffers also never need * conversion, so once the (empty) conversion structure is created don't bother checking again */ if (This->flags & WINED3D_BUFFER_HASDESC) { if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE; } if (!fixup_flags) { TRACE("No fixup required.\n"); if(This->conversion_map) { heap_free(This->conversion_map); This->conversion_map = NULL; This->stride = 0; return TRUE; } return FALSE; } TRACE("Finding vertex buffer conversion information\n"); /* Certain declaration types need some fixups before we can pass them to * opengl. This means D3DCOLOR attributes with fixed function vertex * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if * GL_ARB_half_float_vertex is not supported. * * Note for d3d8 and d3d9: * The vertex buffer FVF doesn't help with finding them, we have to use * the decoded vertex declaration and pick the things that concern the * current buffer. A problem with this is that this can change between * draws, so we have to validate the information and reprocess the buffer * if it changes, and avoid false positives for performance reasons. * WineD3D doesn't even know the vertex buffer any more, it is managed * by the client libraries and passed to SetStreamSource and ProcessVertices * as needed. * * We have to distinguish between vertex shaders and fixed function to * pick the way we access the strided vertex information. * * This code sets up a per-byte array with the size of the detected * stride of the arrays in the buffer. For each byte we have a field * that marks the conversion needed on this byte. For example, the * following declaration with fixed function vertex processing: * * POSITIONT, FLOAT4 * NORMAL, FLOAT3 * DIFFUSE, FLOAT16_4 * SPECULAR, D3DCOLOR * * Will result in * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR } * [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] * * Where in this example map P means 4 component position conversion, 0 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR * conversion (red / blue swizzle). * * If we're doing conversion and the stride changes we have to reconvert * the whole buffer. Note that we do not mind if the semantic changes, * we only care for the conversion type. So if the NORMAL is replaced * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some * conversion types depend on the semantic as well, for example a FLOAT4 * texcoord needs no conversion while a FLOAT4 positiont needs one */ ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION, fixup_flags, &stride_this_run) || ret; fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6, fixup_flags, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7, fixup_flags, &stride_this_run) || ret; if (!stride_this_run && This->conversion_map) { /* Sanity test */ if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n"); heap_free(This->conversion_map); This->conversion_map = NULL; This->stride = 0; } if (ret) TRACE("Conversion information changed\n"); return ret; } static inline unsigned int fixup_d3dcolor(DWORD *dst_color) { DWORD src_color = *dst_color; /* Color conversion like in draw_primitive_immediate_mode(). Watch out for * endianness. If we want this to work on big-endian machines as well we * have to consider more things. * * 0xff000000: Alpha mask * 0x00ff0000: Blue mask * 0x0000ff00: Green mask * 0x000000ff: Red mask */ *dst_color = 0; *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */ *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */ *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */ return sizeof(*dst_color); } static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p) { /* rhw conversion like in position_float4(). */ if (p->w != 1.0f && p->w != 0.0f) { float w = 1.0f / p->w; p->x *= w; p->y *= w; p->z *= w; p->w = w; } return sizeof(*p); } ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer) { ULONG refcount = InterlockedIncrement(&buffer->resource.ref); TRACE("%p increasing refcount to %u.\n", buffer, refcount); return refcount; } static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context) { unsigned int i, j, range_idx, start, end, vertex_count; struct wined3d_bo_address src, dst; BYTE *data; if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM)) { ERR("Failed to load system memory.\n"); return; } buffer->resource.pin_sysmem = 1; /* Now for each vertex in the buffer that needs conversion. */ vertex_count = buffer->resource.size / buffer->stride; if (!(data = heap_alloc(buffer->resource.size))) { ERR("Out of memory.\n"); return; } for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx) { start = buffer->maps[range_idx].offset; end = start + buffer->maps[range_idx].size; memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start); for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i) { for (j = 0; j < buffer->stride;) { switch (buffer->conversion_map[j]) { case CONV_NONE: /* Done already */ j += sizeof(DWORD); break; case CONV_D3DCOLOR: j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j)); break; case CONV_POSITIONT: j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j)); break; default: FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]); ++j; } } } } dst.buffer_object = buffer->buffer_object; dst.addr = NULL; src.buffer_object = NULL; src.addr = data; wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps); heap_free(data); } BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { return buffer->buffer_ops->buffer_prepare_location(buffer, context, location); } static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { buffer->buffer_ops->buffer_unload_location(buffer, context, location); } BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context, DWORD location) { struct wined3d_bo_address src, dst; struct wined3d_range range; TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location)); if (buffer->locations & location) { TRACE("Location (%#x) is already up to date.\n", location); return TRUE; } if (!buffer->locations) { ERR("Buffer %p does not have any up to date location.\n", buffer); wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED); return wined3d_buffer_load_location(buffer, context, location); } TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations)); if (!wined3d_buffer_prepare_location(buffer, context, location)) return FALSE; if (buffer->locations & WINED3D_LOCATION_DISCARDED) { TRACE("Buffer previously discarded, nothing to do.\n"); wined3d_buffer_validate_location(buffer, location); wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED); return TRUE; } switch (location) { case WINED3D_LOCATION_SYSMEM: if (buffer->locations & WINED3D_LOCATION_CLEARED) { memset(buffer->resource.heap_memory, 0, buffer->resource.size); } else { dst.buffer_object = NULL; dst.addr = buffer->resource.heap_memory; src.buffer_object = buffer->buffer_object; src.addr = NULL; range.offset = 0; range.size = buffer->resource.size; wined3d_context_copy_bo_address(context, &dst, &src, 1, &range); } break; case WINED3D_LOCATION_BUFFER: if (buffer->locations & WINED3D_LOCATION_CLEARED) { /* FIXME: Clear the buffer on the GPU if possible. */ if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_SYSMEM)) return FALSE; memset(buffer->resource.heap_memory, 0, buffer->resource.size); } dst.buffer_object = buffer->buffer_object; dst.addr = NULL; src.buffer_object = NULL; src.addr = buffer->resource.heap_memory; if (!buffer->conversion_map) wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps); else buffer_conversion_upload(buffer, context); break; default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } wined3d_buffer_validate_location(buffer, location); if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) wined3d_buffer_evict_sysmem(buffer); return TRUE; } /* Context activation is done by the caller. */ BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) { if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM)) buffer->resource.pin_sysmem = 1; return buffer->resource.heap_memory; } DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo_address *data) { unsigned int locations = buffer->locations; TRACE("buffer %p, context %p, data %p, locations %s.\n", buffer, context, data, wined3d_debug_location(locations)); if (locations & (WINED3D_LOCATION_DISCARDED | WINED3D_LOCATION_CLEARED)) { locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM); if (!wined3d_buffer_load_location(buffer, context, locations)) { data->buffer_object = 0; data->addr = NULL; return 0; } } if (locations & WINED3D_LOCATION_BUFFER) { data->buffer_object = buffer->buffer_object; data->addr = NULL; return WINED3D_LOCATION_BUFFER; } if (locations & WINED3D_LOCATION_SYSMEM) { data->buffer_object = 0; data->addr = buffer->resource.heap_memory; return WINED3D_LOCATION_SYSMEM; } ERR("Unexpected locations %s.\n", wined3d_debug_location(locations)); data->buffer_object = 0; data->addr = NULL; return 0; } static void buffer_resource_unload(struct wined3d_resource *resource) { struct wined3d_buffer *buffer = buffer_from_resource(resource); TRACE("buffer %p.\n", buffer); if (buffer->buffer_object) { struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM); wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER); wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER); buffer_clear_dirty_areas(buffer); context_release(context); heap_free(buffer->conversion_map); buffer->conversion_map = NULL; buffer->stride = 0; buffer->conversion_stride = 0; buffer->flags &= ~WINED3D_BUFFER_HASDESC; } resource_unload(resource); } static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer) { buffer->flags &= ~WINED3D_BUFFER_USE_BO; buffer_resource_unload(&buffer->resource); } static void wined3d_buffer_destroy_object(void *object) { struct wined3d_buffer *buffer = object; struct wined3d_context *context; TRACE("buffer %p.\n", buffer); if (buffer->buffer_object) { context = context_acquire(buffer->resource.device, NULL, 0); wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER); context_release(context); } heap_free(buffer->conversion_map); heap_free(buffer->maps); } void wined3d_buffer_cleanup(struct wined3d_buffer *buffer) { wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer); resource_cleanup(&buffer->resource); } ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer) { ULONG refcount = InterlockedDecrement(&buffer->resource.ref); TRACE("%p decreasing refcount to %u.\n", buffer, refcount); if (!refcount) { wined3d_mutex_lock(); buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent); buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer); wined3d_mutex_unlock(); } return refcount; } void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer) { TRACE("buffer %p.\n", buffer); return buffer->resource.parent; } /* Context activation is done by the caller. */ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_d3d_info *d3d_info = context->d3d_info; BOOL decl_changed = FALSE; TRACE("buffer %p.\n", buffer); if (buffer->resource.map_count && buffer->map_ptr) { FIXME("Buffer is mapped through buffer object, not loading.\n"); return; } else if (buffer->resource.map_count) { WARN("Loading mapped buffer.\n"); } /* TODO: Make converting independent from VBOs */ if (!(buffer->flags & WINED3D_BUFFER_USE_BO)) { /* Not doing any conversion */ return; } if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER)) { ERR("Failed to prepare buffer location.\n"); return; } /* Reading the declaration makes only sense if we have valid state information * (i.e., if this function is called during draws). */ if (state) { DWORD fixup_flags = 0; if (!use_vs(state)) { if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes) fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR; if (!d3d_info->xyzrhw) fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW; } decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags); buffer->flags |= WINED3D_BUFFER_HASDESC; } if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer))) { ++buffer->draw_count; if (buffer->draw_count > VB_RESETDECLCHANGE) buffer->decl_change_count = 0; if (buffer->draw_count > VB_RESETFULLCONVS) buffer->full_conversion_count = 0; return; } /* If applications change the declaration over and over, reconverting all the time is a huge * performance hit. So count the declaration changes and release the VBO if there are too many * of them (and thus stop converting) */ if (decl_changed) { ++buffer->decl_change_count; buffer->draw_count = 0; if (buffer->decl_change_count > VB_MAXDECLCHANGES || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))) { FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n"); wined3d_buffer_drop_bo(buffer); return; } /* The declaration changed, reload the whole buffer. */ WARN("Reloading buffer because of a vertex declaration change.\n"); buffer_invalidate_bo_range(buffer, 0, 0); } else { /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without * decl changes and reset the decl change count after a specific number of them */ if (buffer->conversion_map && buffer_is_fully_dirty(buffer)) { ++buffer->full_conversion_count; if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS) { FIXME("Too many full buffer conversions, stopping converting.\n"); wined3d_buffer_drop_bo(buffer); return; } } else { ++buffer->draw_count; if (buffer->draw_count > VB_RESETDECLCHANGE) buffer->decl_change_count = 0; if (buffer->draw_count > VB_RESETFULLCONVS) buffer->full_conversion_count = 0; } } if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER)) ERR("Failed to load buffer location.\n"); } struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer) { TRACE("buffer %p.\n", buffer); return &buffer->resource; } static HRESULT buffer_resource_sub_resource_get_desc(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc) { if (sub_resource_idx) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return E_INVALIDARG; } desc->format = WINED3DFMT_R8_UNORM; desc->multisample_type = WINED3D_MULTISAMPLE_NONE; desc->multisample_quality = 0; desc->usage = resource->usage; desc->bind_flags = resource->bind_flags; desc->access = resource->access; desc->width = resource->size; desc->height = 1; desc->depth = 1; desc->size = resource->size; return S_OK; } static void buffer_resource_sub_resource_get_map_pitch(struct wined3d_resource *resource, unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch) { *row_pitch = *slice_pitch = resource->size; } static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, void **map_ptr, const struct wined3d_box *box, uint32_t flags) { struct wined3d_buffer *buffer = buffer_from_resource(resource); unsigned int offset, size, dirty_offset, dirty_size; struct wined3d_device *device = resource->device; struct wined3d_context *context; struct wined3d_bo_address addr; uint8_t *base; LONG count; TRACE("resource %p, sub_resource_idx %u, map_ptr %p, box %s, flags %#x.\n", resource, sub_resource_idx, map_ptr, debug_box(box), flags); dirty_offset = offset = box->left; dirty_size = size = box->right - box->left; count = ++resource->map_count; /* DISCARD invalidates the entire buffer, regardless of the specified * offset and size. Some applications also depend on the entire buffer * being uploaded in that case. Two such applications are Port Royale * and Darkstar One. */ if (flags & WINED3D_MAP_DISCARD) { dirty_offset = 0; dirty_size = 0; } if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD))) || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM)) || buffer->resource.pin_sysmem || !(buffer->flags & WINED3D_BUFFER_USE_BO)) { if (!(buffer->locations & WINED3D_LOCATION_SYSMEM)) { context = context_acquire(device, NULL, 0); wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM); context_release(context); } if (flags & WINED3D_MAP_WRITE) wined3d_buffer_invalidate_range(buffer, ~WINED3D_LOCATION_SYSMEM, dirty_offset, dirty_size); } else { context = context_acquire(device, NULL, 0); if (flags & WINED3D_MAP_DISCARD) { if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER)) { context_release(context); return E_OUTOFMEMORY; } wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER); } else { wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); } if (flags & WINED3D_MAP_WRITE) { wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER); buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size); } if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory) wined3d_buffer_evict_sysmem(buffer); if (count == 1) { addr.buffer_object = buffer->buffer_object; addr.addr = 0; buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags); /* We are accessing buffer->resource.client from the CS thread, * but it's safe because the client thread will wait for the * map to return, thus completely serializing this call with * other client code. */ buffer->resource.client.addr = addr; if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1)) { WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT); wined3d_context_unmap_bo_address(context, &addr, 0, NULL); buffer->map_ptr = NULL; if (resource->usage & WINED3DUSAGE_DYNAMIC) { /* The extra copy is more expensive than not using VBOs * at all on the NVIDIA Linux driver, which is the * only driver that returns unaligned pointers. */ TRACE("Dynamic buffer, dropping VBO.\n"); wined3d_buffer_drop_bo(buffer); } else { TRACE("Falling back to doublebuffered operation.\n"); wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM); buffer->resource.pin_sysmem = 1; } TRACE("New pointer is %p.\n", resource->heap_memory); } } context_release(context); } base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory; *map_ptr = base + offset; TRACE("Returning memory at %p (base %p, offset %u).\n", *map_ptr, base, offset); return WINED3D_OK; } static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { struct wined3d_buffer *buffer = buffer_from_resource(resource); unsigned int range_count = buffer->modified_areas; struct wined3d_device *device = resource->device; struct wined3d_context *context; struct wined3d_bo_address addr; TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); if (sub_resource_idx) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return E_INVALIDARG; } if (!resource->map_count) { WARN("Unmap called without a previous map call.\n"); return WINED3D_OK; } if (--resource->map_count) { /* Delay loading the buffer until everything is unmapped. */ TRACE("Ignoring unmap.\n"); return WINED3D_OK; } if (!buffer->map_ptr) return WINED3D_OK; context = context_acquire(device, NULL, 0); addr.buffer_object = buffer->buffer_object; addr.addr = 0; wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps); context_release(context); buffer_clear_dirty_areas(buffer); buffer->map_ptr = NULL; return WINED3D_OK; } static void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo) { struct wined3d_bo *prev_bo = buffer->buffer_object; TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo); if (prev_bo) { struct wined3d_bo_user *bo_user; LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->users, struct wined3d_bo_user, entry) bo_user->valid = false; assert(list_empty(&bo->users)); list_move_head(&bo->users, &prev_bo->users); wined3d_context_destroy_bo(context, prev_bo); heap_free(prev_bo); } else { list_add_head(&bo->users, &buffer->bo_user.entry); } buffer->buffer_object = bo; } void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context, unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size) { struct wined3d_bo_address dst_addr; struct wined3d_range range; DWORD dst_location; dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst_addr); dst_addr.addr += dst_offset; range.offset = 0; range.size = size; wined3d_context_copy_bo_address(context, &dst_addr, (const struct wined3d_bo_address *)src_addr, 1, &range); wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size); } void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) { struct wined3d_context *context; struct wined3d_bo_address src; TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n", dst_buffer, dst_offset, src_buffer, src_offset, size); context = context_acquire(dst_buffer->resource.device, NULL, 0); wined3d_buffer_get_memory(src_buffer, context, &src); src.addr += src_offset; wined3d_buffer_copy_bo_address(dst_buffer, context, dst_offset, wined3d_const_bo_address(&src), size); context_release(context); } void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct upload_bo *upload_bo, unsigned int offset, unsigned int size) { if (upload_bo->flags & UPLOAD_BO_RENAME_ON_UNMAP) { wined3d_buffer_set_bo(buffer, context, upload_bo->addr.buffer_object); wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER); wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER); } if (upload_bo->addr.buffer_object && upload_bo->addr.buffer_object == buffer->buffer_object) { struct wined3d_range range; /* We need to flush changes, which is implicitly done by * wined3d_context_unmap_bo_address() even if we aren't actually going * to unmap. * * We would also like to free up virtual address space used by this BO * if it's at a premium—note that this BO was allocated for an * accelerated map. Hence we unmap the BO instead of merely flushing it; * if we don't care about unmapping BOs then * wined3d_context_unmap_bo_address() will flush and return. */ range.offset = offset; range.size = size; wined3d_context_unmap_bo_address(context, (const struct wined3d_bo_address *)&upload_bo->addr, 1, &range); } else { wined3d_buffer_copy_bo_address(buffer, context, offset, &upload_bo->addr, size); } } static void wined3d_buffer_init_data(struct wined3d_buffer *buffer, struct wined3d_device *device, const struct wined3d_sub_resource_data *data) { struct wined3d_resource *resource = &buffer->resource; struct wined3d_box box; if (buffer->flags & WINED3D_BUFFER_USE_BO) { wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1); wined3d_device_context_emit_update_sub_resource(&device->cs->c, resource, 0, &box, data->data, data->row_pitch, data->slice_pitch); } else { memcpy(buffer->resource.heap_memory, data->data, resource->size); wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM); wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM); } } static ULONG buffer_resource_incref(struct wined3d_resource *resource) { return wined3d_buffer_incref(buffer_from_resource(resource)); } static ULONG buffer_resource_decref(struct wined3d_resource *resource) { return wined3d_buffer_decref(buffer_from_resource(resource)); } static void buffer_resource_preload(struct wined3d_resource *resource) { struct wined3d_context *context; context = context_acquire(resource->device, NULL, 0); wined3d_buffer_load(buffer_from_resource(resource), context, NULL); context_release(context); } static const struct wined3d_resource_ops buffer_resource_ops = { buffer_resource_incref, buffer_resource_decref, buffer_resource_preload, buffer_resource_unload, buffer_resource_sub_resource_get_desc, buffer_resource_sub_resource_get_map_pitch, buffer_resource_sub_resource_map, buffer_resource_sub_resource_unmap, }; static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops) { const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_R8_UNORM, desc->bind_flags); struct wined3d_resource *resource = &buffer->resource; unsigned int access; HRESULT hr; TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, " "access %s, data %p, parent %p, parent_ops %p.\n", buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags), wined3d_debug_resource_access(desc->access), data, parent, parent_ops); if (!desc->byte_width) { WARN("Size 0 requested, returning E_INVALIDARG.\n"); return E_INVALIDARG; } if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1)) { WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width); return E_INVALIDARG; } if (data && !data->data) { WARN("Invalid sub-resource data specified.\n"); return E_INVALIDARG; } access = desc->access; if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && wined3d_settings.cb_access_map_w) access |= WINED3D_RESOURCE_ACCESS_MAP_W; if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, access, desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops))) { WARN("Failed to initialize resource, hr %#x.\n", hr); return hr; } buffer->buffer_ops = buffer_ops; buffer->structure_byte_stride = desc->structure_byte_stride; buffer->locations = WINED3D_LOCATION_CLEARED; TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n", buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory); if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || wined3d_resource_access_is_managed(access)) { /* SWvp and managed buffers always return the same pointer in buffer * maps and retain data in DISCARD maps. Keep a system memory copy of * the buffer to provide the same behavior to the application. */ TRACE("Pinning system memory.\n"); buffer->resource.pin_sysmem = 1; buffer->locations = WINED3D_LOCATION_SYSMEM; } if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO)) { if (!wined3d_resource_prepare_sysmem(&buffer->resource)) return E_OUTOFMEMORY; } if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps)))) { ERR("Out of memory.\n"); buffer_resource_unload(resource); resource_cleanup(resource); wined3d_resource_wait_idle(resource); return E_OUTOFMEMORY; } buffer->maps_size = 1; if (buffer->locations & WINED3D_LOCATION_DISCARDED) buffer->resource.client.addr.buffer_object = CLIENT_BO_DISCARDED; if (data) wined3d_buffer_init_data(buffer, device, data); return WINED3D_OK; } static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { if (location == WINED3D_LOCATION_SYSMEM) return wined3d_resource_prepare_sysmem(&buffer->resource); FIXME("Unhandled location %s.\n", wined3d_debug_location(location)); return FALSE; } static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location)); } static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops = { wined3d_buffer_no3d_prepare_location, wined3d_buffer_no3d_unload_location, }; HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n", buffer_no3d, device, desc, data, parent, parent_ops); return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops); } static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer); switch (location) { case WINED3D_LOCATION_SYSMEM: return wined3d_resource_prepare_sysmem(&buffer->resource); case WINED3D_LOCATION_BUFFER: if (buffer->buffer_object) return TRUE; if (!(buffer->flags & WINED3D_BUFFER_USE_BO)) { WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer); return FALSE; } return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl); default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } } static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location)); switch (location) { case WINED3D_LOCATION_BUFFER: wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context)); break; default: ERR("Unhandled location %s.\n", wined3d_debug_location(location)); break; } } static const struct wined3d_buffer_ops wined3d_buffer_gl_ops = { wined3d_buffer_gl_prepare_location, wined3d_buffer_gl_unload_location, }; HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n", buffer_gl, device, desc, data, parent, parent_ops); /* Observations show that draw_primitive_immediate_mode() is faster on * dynamic vertex buffers than converting + draw_primitive_arrays(). * (Half-Life 2 and others.) */ if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU)) TRACE("Not creating a BO because the buffer is not GPU accessible.\n"); else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n"); else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE]) && (desc->usage & WINED3DUSAGE_DYNAMIC)) TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n"); else buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO; return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops); } VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags) { VkBufferUsageFlags usage; usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; if (bind_flags & WINED3D_BIND_VERTEX_BUFFER) usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT; if (bind_flags & WINED3D_BIND_INDEX_BUFFER) usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT; if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER) usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; if (bind_flags & WINED3D_BIND_SHADER_RESOURCE) usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT; if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) usage |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT; if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS) usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT; if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER) usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT; if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL)) FIXME("Ignoring some bind flags %#x.\n", bind_flags); return usage; } VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage) { VkMemoryPropertyFlags memory_type = 0; if (access & WINED3D_RESOURCE_ACCESS_MAP_R) memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; else if (access & WINED3D_RESOURCE_ACCESS_MAP_W) memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; else if (!(usage & WINED3DUSAGE_DYNAMIC)) memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; return memory_type; } static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk, struct wined3d_context_vk *context_vk) { struct wined3d_resource *resource = &buffer_vk->b.resource; struct wined3d_bo_vk *bo_vk; if (!(bo_vk = heap_alloc(sizeof(*bo_vk)))) return FALSE; if (!(wined3d_context_vk_create_bo(context_vk, resource->size, vk_buffer_usage_from_bind_flags(resource->bind_flags), vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk))) { WARN("Failed to create Vulkan buffer.\n"); heap_free(bo_vk); return FALSE; } list_init(&buffer_vk->b.bo_user.entry); list_add_head(&bo_vk->b.users, &buffer_vk->b.bo_user.entry); buffer_vk->b.buffer_object = &bo_vk->b; buffer_invalidate_bo_range(&buffer_vk->b, 0, 0); return TRUE; } const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk) { struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object); if (buffer_vk->b.bo_user.valid) return &buffer_vk->buffer_info; buffer_vk->buffer_info.buffer = bo->vk_buffer; buffer_vk->buffer_info.offset = bo->b.buffer_offset; buffer_vk->buffer_info.range = buffer_vk->b.resource.size; buffer_vk->b.bo_user.valid = true; return &buffer_vk->buffer_info; } static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { switch (location) { case WINED3D_LOCATION_SYSMEM: return wined3d_resource_prepare_sysmem(&buffer->resource); case WINED3D_LOCATION_BUFFER: if (buffer->buffer_object) return TRUE; return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context)); default: FIXME("Unhandled location %s.\n", wined3d_debug_location(location)); return FALSE; } } static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) { struct wined3d_context_vk *context_vk = wined3d_context_vk(context); struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(buffer->buffer_object); TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location)); switch (location) { case WINED3D_LOCATION_BUFFER: buffer->bo_user.valid = false; list_remove(&buffer->bo_user.entry); wined3d_context_vk_destroy_bo(context_vk, bo_vk); heap_free(bo_vk); buffer->buffer_object = NULL; break; default: ERR("Unhandled location %s.\n", wined3d_debug_location(location)); break; } } static const struct wined3d_buffer_ops wined3d_buffer_vk_ops = { wined3d_buffer_vk_prepare_location, wined3d_buffer_vk_unload_location, }; HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_vk_info *vk_info = &wined3d_adapter_vk(device->adapter)->vk_info; TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n", buffer_vk, device, desc, data, parent, parent_ops); if ((desc->bind_flags & WINED3D_BIND_STREAM_OUTPUT) && !vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK]) { WARN("The Vulkan implementation does not support transform feedback.\n"); return WINED3DERR_INVALIDCALL; } if (desc->access & WINED3D_RESOURCE_ACCESS_GPU) buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO; return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops); } void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk, struct wined3d_context_vk *context_vk, uint32_t bind_mask) { uint32_t src_bind_mask = 0; TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n", buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask)); if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK) { src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK; if (!src_bind_mask) src_bind_mask = buffer_vk->bind_mask; buffer_vk->bind_mask = bind_mask; } else if ((buffer_vk->bind_mask & bind_mask) != bind_mask) { src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK; buffer_vk->bind_mask |= bind_mask; } if (src_bind_mask) { const struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkBufferMemoryBarrier vk_barrier; TRACE(" %s -> %s.\n", wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask)); wined3d_context_vk_end_current_render_pass(context_vk); vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER; vk_barrier.pNext = NULL; vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask); vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask); vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; vk_barrier.buffer = bo->vk_buffer; vk_barrier.offset = bo->b.buffer_offset; vk_barrier.size = buffer_vk->b.resource.size; VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk), vk_pipeline_stage_mask_from_bind_flags(src_bind_mask), vk_pipeline_stage_mask_from_bind_flags(bind_mask), 0, 0, NULL, 1, &vk_barrier, 0, NULL)); } } HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer) { TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n", device, desc, data, parent, parent_ops, buffer); return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer); }