Sweden-Number/dlls/wined3d/buffer.c

1472 lines
52 KiB
C

/*
* 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;
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;
}
/* 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 = 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;
}
}
}
}
wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps);
heap_free(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))
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);
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_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);
heap_free(buffer->conversion_map);
}
heap_free(buffer->maps);
heap_free(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_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
|| (!(flags & WINED3D_MAP_WRITE) && (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_WRITE)
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_WRITE)
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));
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 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_bo_address bo;
struct wined3d_box box;
if (buffer->flags & WINED3D_BUFFER_USE_BO)
{
wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
wined3d_cs_emit_update_sub_resource(device->cs, resource,
0, &box, data->data, data->row_pitch, data->slice_pitch);
}
else
{
wined3d_buffer_get_memory(buffer, &bo, WINED3D_LOCATION_SYSMEM);
memcpy(bo.addr, 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 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 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_format *format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, desc->usage);
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_resource *resource = &buffer->resource;
BOOL dynamic_buffer_ok;
HRESULT hr;
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;
}
if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->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->desc = *desc;
buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, desc->bind_flags);
buffer->bind_flags = desc->bind_flags;
buffer->locations = data ? WINED3D_LOCATION_DISCARDED : 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(desc->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->flags |= WINED3D_BUFFER_PIN_SYSMEM;
buffer->locations = WINED3D_LOCATION_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 (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
{
TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
}
else if (!dynamic_buffer_ok && (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->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
{
if (!wined3d_resource_allocate_sysmem(&buffer->resource))
return E_OUTOFMEMORY;
}
if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
{
ERR("Out of memory.\n");
buffer_unload(resource);
resource_cleanup(resource);
wined3d_resource_wait_idle(resource);
return E_OUTOFMEMORY;
}
buffer->maps_size = 1;
if (data)
wined3d_buffer_init_data(buffer, device, data);
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 byte_width %u, usage %s, bind_flags %s, access %s, data %p, parent %p, "
"parent_ops %p, buffer %p.\n",
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, buffer);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = wined3d_buffer_init(object, device, desc, data, parent, parent_ops)))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}