/* * 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 "wine/port.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 WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */ #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */ #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */ #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 */ static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer) { if (buffer->flags & WINED3D_BUFFER_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); } /* Context activation is done by the caller. */ static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context) { context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object); } /* Context activation is done by the caller. */ static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_resource *resource = &buffer->resource; if (!buffer->buffer_object) return; /* The stream source state handler might have read the memory of the * vertex buffer already and got the memory in the vbo which is not * valid any longer. Dirtify the stream source to force a reload. This * happens only once per changed vertexbuffer and should occur rather * rarely. */ if (resource->bind_count) { if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER) device_invalidate_state(resource->device, STATE_STREAMSRC); if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER) device_invalidate_state(resource->device, STATE_INDEXBUFFER); if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER) { device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX)); device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL)); device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN)); device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY)); device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL)); device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE)); } if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT) { device_invalidate_state(resource->device, STATE_STREAM_OUTPUT); if (context->transform_feedback_active) { /* We have to make sure that transform feedback is not active * when deleting a potentially bound transform feedback buffer. * This may happen when the device is being destroyed. */ WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer); context_end_transform_feedback(context); } } } GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object)); checkGLcall("glDeleteBuffers"); buffer->buffer_object = 0; if (buffer->fence) { wined3d_fence_destroy(buffer->fence); buffer->fence = NULL; } buffer->flags &= ~WINED3D_BUFFER_APPLESYNC; } /* Context activation is done by the caller. */ static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum gl_usage = GL_STATIC_DRAW; GLenum error; TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n", buffer, debug_d3dusage(buffer->resource.usage)); /* Make sure that the gl error is cleared. Do not use checkGLcall * here because checkGLcall just prints a fixme and continues. However, * if an error during VBO creation occurs we can fall back to non-VBO operation * with full functionality(but performance loss). */ while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR); /* Basically the FVF parameter passed to CreateVertexBuffer is no good. * The vertex declaration from the device determines how the data in the * buffer is interpreted. This means that on each draw call the buffer has * to be verified to check if the rhw and color values are in the correct * format. */ GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object)); error = gl_info->gl_ops.gl.p_glGetError(); if (!buffer->buffer_object || error != GL_NO_ERROR) { ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error); goto fail; } buffer_bind(buffer, context); error = gl_info->gl_ops.gl.p_glGetError(); if (error != GL_NO_ERROR) { ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error); goto fail; } if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC) { TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n"); gl_usage = GL_STREAM_DRAW_ARB; if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE]) { GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)); GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)); checkGLcall("glBufferParameteriAPPLE"); buffer->flags |= WINED3D_BUFFER_APPLESYNC; } /* No setup is needed here for GL_ARB_map_buffer_range. */ } GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage)); error = gl_info->gl_ops.gl.p_glGetError(); if (error != GL_NO_ERROR) { ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error); goto fail; } buffer->buffer_object_usage = gl_usage; buffer_invalidate_bo_range(buffer, 0, 0); return TRUE; fail: /* Clean up all BO init, but continue because we can work without a BO :-) */ ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n"); buffer->flags &= ~WINED3D_BUFFER_USE_BO; buffer_destroy_buffer_object(buffer, context); buffer_clear_dirty_areas(buffer); return FALSE; } 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; HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map); buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map)); ret = TRUE; } } data = ((DWORD_PTR)attrib->data.addr) % buffer->stride; for (i = 0; i < format->attribute_size; ++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) { HeapFree(GetProcessHeap(), 0, 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"); HeapFree(GetProcessHeap(), 0, 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; } /* Context activation is done by the caller. */ static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context, const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_map_range *range; buffer_bind(buffer, context); while (range_count--) { range = &ranges[range_count]; GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, range->offset, range->size, (BYTE *)data + range->offset - data_offset)); } checkGLcall("glBufferSubData"); } static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context) { unsigned int i, j, range_idx, start, end, vertex_count; BYTE *data; if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM)) { ERR("Failed to load system memory.\n"); return; } buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; /* Now for each vertex in the buffer that needs conversion. */ vertex_count = buffer->resource.size / buffer->stride; if (!(data = HeapAlloc(GetProcessHeap(), 0, 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; } } } } wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps); HeapFree(GetProcessHeap(), 0, data); } static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, struct wined3d_context *context, DWORD location) { switch (location) { case WINED3D_LOCATION_SYSMEM: if (buffer->resource.heap_memory) return TRUE; if (!wined3d_resource_allocate_sysmem(&buffer->resource)) { ERR("Failed to allocate system memory.\n"); return FALSE; } return TRUE; 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 buffer_create_buffer_object(buffer, context); default: ERR("Invalid location %s.\n", wined3d_debug_location(location)); return FALSE; } } BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context, DWORD location) { const struct wined3d_gl_info *gl_info = context->gl_info; 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: buffer_bind(buffer, context); GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, buffer->resource.heap_memory)); checkGLcall("buffer download"); break; case WINED3D_LOCATION_BUFFER: if (!buffer->conversion_map) wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory, 0, 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->flags |= WINED3D_BUFFER_PIN_SYSMEM; return buffer->resource.heap_memory; } DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_bo_address *data, DWORD locations) { TRACE("buffer %p, data %p, locations %s.\n", buffer, data, wined3d_debug_location(locations)); 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_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); buffer_destroy_buffer_object(buffer, context); buffer_clear_dirty_areas(buffer); context_release(context); HeapFree(GetProcessHeap(), 0, 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_unload(&buffer->resource); } static void wined3d_buffer_destroy_object(void *object) { struct wined3d_buffer *buffer = object; struct wined3d_context *context; if (buffer->buffer_object) { context = context_acquire(buffer->resource.device, NULL, 0); buffer_destroy_buffer_object(buffer, context); context_release(context); HeapFree(GetProcessHeap(), 0, buffer->conversion_map); } HeapFree(GetProcessHeap(), 0, buffer->maps); HeapFree(GetProcessHeap(), 0, buffer); } 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) { buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent); resource_cleanup(&buffer->resource); wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer); } return refcount; } void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer) { TRACE("buffer %p.\n", buffer); return buffer->resource.parent; } /* The caller provides a context and binds the buffer */ static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info) { enum wined3d_fence_result ret; HRESULT hr; /* No fencing needs to be done if the app promises not to overwrite * existing data. */ if (flags & WINED3D_MAP_NOOVERWRITE) return; if (flags & WINED3D_MAP_DISCARD) { GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage)); checkGLcall("glBufferData"); return; } if (!buffer->fence) { TRACE("Creating fence for buffer %p.\n", buffer); if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence))) { if (hr == WINED3DERR_NOTAVAILABLE) FIXME("Fences not supported, dropping async buffer locks.\n"); else ERR("Failed to create fence, hr %#x.\n", hr); goto drop_fence; } /* Since we don't know about old draws a glFinish is needed once */ gl_info->gl_ops.gl.p_glFinish(); return; } TRACE("Synchronizing buffer %p.\n", buffer); ret = wined3d_fence_wait(buffer->fence, buffer->resource.device); switch (ret) { case WINED3D_FENCE_NOT_STARTED: case WINED3D_FENCE_OK: /* All done */ return; case WINED3D_FENCE_WRONG_THREAD: WARN("Cannot synchronize buffer lock due to a thread conflict.\n"); goto drop_fence; default: ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret); goto drop_fence; } drop_fence: if (buffer->fence) { wined3d_fence_destroy(buffer->fence); buffer->fence = NULL; } gl_info->gl_ops.gl.p_glFinish(); GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)); checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)"); buffer->flags &= ~WINED3D_BUFFER_APPLESYNC; } static void buffer_mark_used(struct wined3d_buffer *buffer) { buffer->flags &= ~WINED3D_BUFFER_DISCARD; } /* 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_gl_info *gl_info = context->gl_info; BOOL decl_changed = FALSE; TRACE("buffer %p.\n", buffer); if (buffer->resource.map_count) { WARN("Buffer is mapped, skipping preload.\n"); return; } buffer_mark_used(buffer); /* 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 (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes) fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR; if (!context->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 wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags) { struct wined3d_device *device = buffer->resource.device; struct wined3d_context *context; LONG count; BYTE *base; TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags); count = ++buffer->resource.map_count; if (buffer->buffer_object) { unsigned int dirty_offset = offset, dirty_size = size; /* 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_NOOVERWRITE | WINED3D_MAP_DISCARD | WINED3D_MAP_READONLY)) || ((flags & WINED3D_MAP_READONLY) && (buffer->locations & WINED3D_LOCATION_SYSMEM)) || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM) { 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_READONLY)) wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size); } else { const struct wined3d_gl_info *gl_info; context = context_acquire(device, NULL, 0); gl_info = context->gl_info; if (flags & WINED3D_MAP_DISCARD) wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER); else wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); if (!(flags & WINED3D_MAP_READONLY)) buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size); if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory) wined3d_buffer_evict_sysmem(buffer); if (count == 1) { buffer_bind(buffer, context); /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 * multitexture fill rate test seems to depend on this. When * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the * driver is free to discard the previous contents of the * buffer. The r600g driver only does this when the buffer is * currently in use, while the proprietary NVIDIA driver * appears to do this unconditionally. */ if (buffer->flags & WINED3D_BUFFER_DISCARD) flags &= ~WINED3D_MAP_DISCARD; if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GLbitfield mapflags = wined3d_resource_gl_map_flags(flags); buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint, 0, buffer->resource.size, mapflags)); checkGLcall("glMapBufferRange"); } else { if (buffer->flags & WINED3D_BUFFER_APPLESYNC) buffer_sync_apple(buffer, flags, gl_info); buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint, GL_READ_WRITE)); checkGLcall("glMapBuffer"); } if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1)) { WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT); GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint)); checkGLcall("glUnmapBuffer"); buffer->map_ptr = NULL; if (buffer->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->flags |= WINED3D_BUFFER_PIN_SYSMEM; } TRACE("New pointer is %p.\n", buffer->resource.heap_memory); } } context_release(context); } if (flags & WINED3D_MAP_DISCARD) buffer->flags |= WINED3D_BUFFER_DISCARD; } base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory; *data = base + offset; TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset); /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */ return WINED3D_OK; } static void wined3d_buffer_unmap(struct wined3d_buffer *buffer) { ULONG i; TRACE("buffer %p.\n", buffer); /* In the case that the number of Unmap calls > the * number of Map calls, d3d returns always D3D_OK. * This is also needed to prevent Map from returning garbage on * the next call (this will happen if the lock_count is < 0). */ if (!buffer->resource.map_count) { WARN("Unmap called without a previous map call.\n"); return; } if (--buffer->resource.map_count) { /* Delay loading the buffer until everything is unlocked */ TRACE("Ignoring unmap.\n"); return; } if (buffer->map_ptr) { struct wined3d_device *device = buffer->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(device, NULL, 0); gl_info = context->gl_info; buffer_bind(buffer, context); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { for (i = 0; i < buffer->modified_areas; ++i) { GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint, buffer->maps[i].offset, buffer->maps[i].size)); checkGLcall("glFlushMappedBufferRange"); } } else if (buffer->flags & WINED3D_BUFFER_APPLESYNC) { for (i = 0; i < buffer->modified_areas; ++i) { GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint, buffer->maps[i].offset, buffer->maps[i].size)); checkGLcall("glFlushMappedBufferRangeAPPLE"); } } GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint)); if (wined3d_settings.strict_draw_ordering) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); buffer_clear_dirty_areas(buffer); buffer->map_ptr = NULL; } } 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_bo_address dst, src; struct wined3d_context *context; DWORD dst_location; buffer_mark_used(dst_buffer); buffer_mark_used(src_buffer); dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations); dst.addr += dst_offset; wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations); src.addr += src_offset; context = context_acquire(dst_buffer->resource.device, NULL, 0); context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint, &src, src_buffer->buffer_type_hint, size); context_release(context); wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size); } void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_box *box, const void *data) { struct wined3d_map_range range; if (box) { range.offset = box->left; range.size = box->right - box->left; } else { range.offset = 0; range.size = buffer->resource.size; } wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range); } 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 HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) { struct wined3d_buffer *buffer = buffer_from_resource(resource); UINT offset, size; if (sub_resource_idx) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return E_INVALIDARG; } if (box) { offset = box->left; size = box->right - box->left; } else { offset = size = 0; } map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width; return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags); } static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) { if (sub_resource_idx) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return E_INVALIDARG; } wined3d_buffer_unmap(buffer_from_resource(resource)); return WINED3D_OK; } static const struct wined3d_resource_ops buffer_resource_ops = { buffer_resource_incref, buffer_resource_decref, buffer_resource_preload, buffer_unload, buffer_resource_sub_resource_map, buffer_resource_sub_resource_unmap, }; static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info, unsigned int bind_flags) { 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_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER)) FIXME("Unhandled bind flags %#x.\n", bind_flags); return GL_ARRAY_BUFFER; } static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_format_id format_id, unsigned int access, unsigned int bind_flags, 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; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage); BOOL dynamic_buffer_ok; HRESULT hr; if (!size) { WARN("Size 0 requested, returning E_INVALIDARG.\n"); return E_INVALIDARG; } if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1)) { WARN("Size %#x is not suitably aligned for constant buffers.\n", size); return E_INVALIDARG; } if (data && !data->data) { WARN("Invalid sub-resource data specified.\n"); return E_INVALIDARG; } if (FAILED(hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE, 0, usage, access, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops))) { WARN("Failed to initialize resource, hr %#x.\n", hr); return hr; } buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags); buffer->bind_flags = bind_flags; buffer->locations = WINED3D_LOCATION_SYSMEM; TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n", buffer, buffer->resource.size, buffer->resource.usage, debug_d3dformat(buffer->resource.format->id), 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("Using doublebuffer mode.\n"); buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; } /* Observations show that draw_primitive_immediate_mode() is faster on * dynamic vertex buffers than converting + draw_primitive_arrays(). * (Half-Life 2 and others.) */ dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE]; if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) { TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n"); } else if (!(access & WINED3D_RESOURCE_ACCESS_GPU)) { TRACE("Not creating a BO because the buffer is not GPU accessible.\n"); } else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) { TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n"); } else { buffer->flags |= WINED3D_BUFFER_USE_BO; } if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps)))) { ERR("Out of memory.\n"); buffer_unload(&buffer->resource); resource_cleanup(&buffer->resource); wined3d_resource_wait_idle(&buffer->resource); return E_OUTOFMEMORY; } buffer->maps_size = 1; if (data) wined3d_device_update_sub_resource(device, &buffer->resource, 0, NULL, data->data, data->row_pitch, data->slice_pitch); return WINED3D_OK; } 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) { struct wined3d_buffer *object; HRESULT hr; TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n", device, desc, data, parent, parent_ops, buffer); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN, desc->access, desc->bind_flags, data, parent, parent_ops))) { WARN("Failed to initialize buffer, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } object->desc = *desc; TRACE("Created buffer %p.\n", object); *buffer = object; return WINED3D_OK; }