2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2010 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 #define GLINFO_LOCATION This->resource.device->adapter->gl_info
34 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
36 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
37 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
39 static inline BOOL
buffer_add_dirty_area(struct wined3d_buffer
*This
, UINT offset
, UINT size
)
41 if (!This
->buffer_object
) return TRUE
;
43 if (This
->maps_size
<= This
->modified_areas
)
45 void *new = HeapReAlloc(GetProcessHeap(), 0, This
->maps
,
46 This
->maps_size
* 2 * sizeof(*This
->maps
));
49 ERR("Out of memory\n");
59 if(offset
> This
->resource
.size
|| offset
+ size
> This
->resource
.size
)
61 WARN("Invalid range dirtified, marking entire buffer dirty\n");
63 size
= This
->resource
.size
;
65 else if(!offset
&& !size
)
67 size
= This
->resource
.size
;
70 This
->maps
[This
->modified_areas
].offset
= offset
;
71 This
->maps
[This
->modified_areas
].size
= size
;
72 This
->modified_areas
++;
76 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
78 This
->modified_areas
= 0;
81 static inline BOOL
buffer_is_dirty(struct wined3d_buffer
*This
)
83 return This
->modified_areas
!= 0;
86 static inline BOOL
buffer_is_fully_dirty(struct wined3d_buffer
*This
)
90 for(i
= 0; i
< This
->modified_areas
; i
++)
92 if(This
->maps
[i
].offset
== 0 && This
->maps
[i
].size
== This
->resource
.size
)
100 /* Context activation is done by the caller. */
101 static void buffer_create_buffer_object(struct wined3d_buffer
*This
)
103 GLenum error
, gl_usage
;
104 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
106 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
107 This
, debug_d3dusage(This
->resource
.usage
));
111 /* Make sure that the gl error is cleared. Do not use checkGLcall
112 * here because checkGLcall just prints a fixme and continues. However,
113 * if an error during VBO creation occurs we can fall back to non-vbo operation
114 * with full functionality(but performance loss)
116 while (glGetError() != GL_NO_ERROR
);
118 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
119 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
120 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
121 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
122 * to check if the rhw and color values are in the correct format.
125 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
126 error
= glGetError();
127 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
129 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
134 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
136 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
138 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
139 error
= glGetError();
140 if (error
!= GL_NO_ERROR
)
142 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
147 /* Don't use static, because dx apps tend to update the buffer
148 * quite often even if they specify 0 usage.
150 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
152 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
153 gl_usage
= GL_STREAM_DRAW_ARB
;
155 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
157 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
158 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
159 This
->flags
|= WINED3D_BUFFER_FLUSH
;
161 /* No setup is needed here for GL_ARB_map_buffer_range */
165 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
166 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
169 /* Reserve memory for the buffer. The amount of data won't change
170 * so we are safe with calling glBufferData once and
171 * calling glBufferSubData on updates. Upload the actual data in case
172 * we're not double buffering, so we can release the heap mem afterwards
174 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
175 error
= glGetError();
177 if (error
!= GL_NO_ERROR
)
179 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
183 This
->buffer_object_size
= This
->resource
.size
;
184 This
->buffer_object_usage
= gl_usage
;
186 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
188 if(!buffer_add_dirty_area(This
, 0, 0))
190 ERR("buffer_add_dirty_area failed, this is not expected\n");
196 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
197 This
->resource
.allocatedMemory
= NULL
;
198 This
->resource
.heapMemory
= NULL
;
204 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
205 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
206 if (This
->buffer_object
)
209 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
212 This
->buffer_object
= 0;
213 buffer_clear_dirty_areas(This
);
216 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
217 const enum wined3d_buffer_conversion_type conversion_type
,
218 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
223 DWORD offset
= This
->resource
.device
->stateBlock
->streamOffset
[attrib
->stream_idx
];
226 /* Check for some valid situations which cause us pain. One is if the buffer is used for
227 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
228 * with different strides. In the 2nd case we might have to drop conversion entirely,
229 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
233 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
234 debug_d3dformat(attrib
->format_desc
->format
));
236 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
238 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
242 *stride_this_run
= attrib
->stride
;
243 if (This
->stride
!= *stride_this_run
)
245 /* We rely that this happens only on the first converted attribute that is found,
246 * if at all. See above check
248 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
249 This
->stride
= *stride_this_run
;
250 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
251 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
252 sizeof(*This
->conversion_map
) * This
->stride
);
257 data
= (((DWORD_PTR
)attrib
->data
) + offset
) % This
->stride
;
258 attrib_size
= attrib
->format_desc
->component_count
* attrib
->format_desc
->component_size
;
259 for (i
= 0; i
< attrib_size
; ++i
)
261 if (This
->conversion_map
[data
+ i
] != conversion_type
)
263 TRACE("Byte %ld in vertex changed\n", i
+ data
);
264 TRACE("It was type %d, is %d now\n", This
->conversion_map
[data
+ i
], conversion_type
);
266 This
->conversion_map
[data
+ i
] = conversion_type
;
273 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
274 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
275 DWORD
*stride_this_run
, BOOL
*float16_used
)
277 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
278 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
279 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
281 WINED3DFORMAT format
;
283 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
284 * there, on nonexistent attribs the vbo is 0.
286 if (!(si
->use_map
& (1 << attrib_idx
))
287 || attrib
->buffer_object
!= This
->buffer_object
)
290 format
= attrib
->format_desc
->format
;
291 /* Look for newly appeared conversion */
292 if (!gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
]
293 && (format
== WINED3DFMT_R16G16_FLOAT
|| format
== WINED3DFMT_R16G16B16A16_FLOAT
))
295 ret
= buffer_process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
);
297 if (is_ffp_position
) FIXME("Test FLOAT16 fixed function processing positions\n");
298 else if (is_ffp_color
) FIXME("test FLOAT16 fixed function processing colors\n");
299 *float16_used
= TRUE
;
301 else if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
303 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
305 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
307 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
309 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
311 else if (This
->conversion_map
)
313 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
319 static UINT
*find_conversion_shift(struct wined3d_buffer
*This
,
320 const struct wined3d_stream_info
*strided
, UINT stride
)
322 UINT
*ret
, i
, j
, shift
, orig_type_size
;
330 This
->conversion_stride
= stride
;
331 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
332 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
334 WINED3DFORMAT format
;
336 if (!(strided
->use_map
& (1 << i
)) || strided
->elements
[i
].buffer_object
!= This
->buffer_object
) continue;
338 format
= strided
->elements
[i
].format_desc
->format
;
339 if (format
== WINED3DFMT_R16G16_FLOAT
)
343 else if (format
== WINED3DFMT_R16G16B16A16_FLOAT
)
346 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
349 for (j
= 4; j
< 8; ++j
)
351 ret
[(DWORD_PTR
)strided
->elements
[i
].data
+ j
] += 4;
358 This
->conversion_stride
+= shift
;
362 orig_type_size
= strided
->elements
[i
].format_desc
->component_count
363 * strided
->elements
[i
].format_desc
->component_size
;
364 for (j
= (DWORD_PTR
)strided
->elements
[i
].data
+ orig_type_size
; j
< stride
; ++j
)
373 TRACE("Dumping conversion shift:\n");
374 for (i
= 0; i
< stride
; ++i
)
376 TRACE("[%d]", ret
[i
]);
384 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
386 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
387 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
388 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
389 UINT stride_this_run
= 0;
390 BOOL float16_used
= FALSE
;
394 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
395 * Once we have our declaration there is no need to look it up again. Index buffers also never need
396 * conversion, so once the (empty) conversion structure is created don't bother checking again
398 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
400 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
403 TRACE("Finding vertex buffer conversion information\n");
404 /* Certain declaration types need some fixups before we can pass them to
405 * opengl. This means D3DCOLOR attributes with fixed function vertex
406 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
407 * GL_ARB_half_float_vertex is not supported.
409 * Note for d3d8 and d3d9:
410 * The vertex buffer FVF doesn't help with finding them, we have to use
411 * the decoded vertex declaration and pick the things that concern the
412 * current buffer. A problem with this is that this can change between
413 * draws, so we have to validate the information and reprocess the buffer
414 * if it changes, and avoid false positives for performance reasons.
415 * WineD3D doesn't even know the vertex buffer any more, it is managed
416 * by the client libraries and passed to SetStreamSource and ProcessVertices
419 * We have to distinguish between vertex shaders and fixed function to
420 * pick the way we access the strided vertex information.
422 * This code sets up a per-byte array with the size of the detected
423 * stride of the arrays in the buffer. For each byte we have a field
424 * that marks the conversion needed on this byte. For example, the
425 * following declaration with fixed function vertex processing:
433 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
434 * [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]
436 * Where in this example map P means 4 component position conversion, 0
437 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
438 * conversion (red / blue swizzle).
440 * If we're doing conversion and the stride changes we have to reconvert
441 * the whole buffer. Note that we do not mind if the semantic changes,
442 * we only care for the conversion type. So if the NORMAL is replaced
443 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
444 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
445 * conversion types depend on the semantic as well, for example a FLOAT4
446 * texcoord needs no conversion while a FLOAT4 positiont needs one
448 if (use_vs(device
->stateBlock
))
451 /* If the current vertex declaration is marked for no half float conversion don't bother to
452 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
453 * if we used conversion before
455 if (!((IWineD3DVertexDeclarationImpl
*) device
->stateBlock
->vertexDecl
)->half_float_conv_needed
)
457 if (This
->conversion_map
)
459 TRACE("Now using shaders without conversion, but conversion used before\n");
460 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
461 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
462 This
->conversion_map
= NULL
;
464 This
->conversion_shift
= NULL
;
465 This
->conversion_stride
= 0;
473 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
475 ret
= buffer_check_attribute(This
, si
, i
, FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
478 /* Recalculate the conversion shift map if the declaration has changed,
479 * and we're using float16 conversion or used it on the last run
481 if (ret
&& (float16_used
|| This
->conversion_map
))
483 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
484 This
->conversion_shift
= find_conversion_shift(This
, si
, This
->stride
);
489 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
490 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
491 * the attributes that our current fixed function pipeline implementation cares for.
493 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
494 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
495 TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
496 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
497 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
498 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
499 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
500 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
501 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
502 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
503 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
504 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
505 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
506 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
507 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
508 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
509 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
510 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
511 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
512 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
513 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
514 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
515 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
516 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
517 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
519 if (float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
522 if (stride_this_run
== 0 && This
->conversion_map
)
525 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
526 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
527 This
->conversion_map
= NULL
;
531 if (ret
) TRACE("Conversion information changed\n");
536 /* Context activation is done by the caller. */
537 static void buffer_check_buffer_object_size(struct wined3d_buffer
*This
)
539 UINT size
= This
->conversion_stride
?
540 This
->conversion_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
541 if (This
->buffer_object_size
!= size
)
543 TRACE("Old size %u, creating new size %u\n", This
->buffer_object_size
, size
);
545 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
547 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
550 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
551 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
553 buffer_get_sysmem(This
);
557 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
558 checkGLcall("glBindBufferARB");
559 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, size
, NULL
, This
->buffer_object_usage
));
560 This
->buffer_object_size
= size
;
561 checkGLcall("glBufferDataARB");
566 static inline void fixup_d3dcolor(DWORD
*dst_color
)
568 DWORD src_color
= *dst_color
;
570 /* Color conversion like in drawStridedSlow. watch out for little endianity
571 * If we want that stuff to work on big endian machines too we have to consider more things
573 * 0xff000000: Alpha mask
574 * 0x00ff0000: Blue mask
575 * 0x0000ff00: Green mask
576 * 0x000000ff: Red mask
579 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
580 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
581 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
584 static inline void fixup_transformed_pos(float *p
)
586 /* rhw conversion like in position_float4(). */
587 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
589 float w
= 1.0f
/ p
[3];
597 /* Context activation is done by the caller. */
598 const BYTE
*buffer_get_memory(IWineD3DBuffer
*iface
, UINT offset
, GLuint
*buffer_object
)
600 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
602 *buffer_object
= This
->buffer_object
;
603 if (!This
->buffer_object
)
605 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
607 buffer_create_buffer_object(This
);
608 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
609 if (This
->buffer_object
)
611 *buffer_object
= This
->buffer_object
;
612 return (const BYTE
*)offset
;
615 return This
->resource
.allocatedMemory
+ offset
;
619 return (const BYTE
*)offset
;
623 /* IUnknown methods */
625 static HRESULT STDMETHODCALLTYPE
buffer_QueryInterface(IWineD3DBuffer
*iface
,
626 REFIID riid
, void **object
)
628 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
630 if (IsEqualGUID(riid
, &IID_IWineD3DBuffer
)
631 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
632 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
633 || IsEqualGUID(riid
, &IID_IUnknown
))
635 IUnknown_AddRef(iface
);
640 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
644 return E_NOINTERFACE
;
647 static ULONG STDMETHODCALLTYPE
buffer_AddRef(IWineD3DBuffer
*iface
)
649 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
650 ULONG refcount
= InterlockedIncrement(&This
->resource
.ref
);
652 TRACE("%p increasing refcount to %u\n", This
, refcount
);
657 /* Context activation is done by the caller. */
658 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
)
660 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
661 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
663 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
664 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
666 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
667 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
669 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
671 return This
->resource
.allocatedMemory
;
674 static void STDMETHODCALLTYPE
buffer_UnLoad(IWineD3DBuffer
*iface
)
676 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
678 TRACE("iface %p\n", iface
);
680 if (This
->buffer_object
)
682 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
683 struct wined3d_context
*context
;
685 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
687 /* Download the buffer, but don't permanently enable double buffering */
688 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
690 buffer_get_sysmem(This
);
691 This
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
695 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
696 checkGLcall("glDeleteBuffersARB");
698 This
->buffer_object
= 0;
699 This
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
700 buffer_clear_dirty_areas(This
);
702 context_release(context
);
704 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
705 This
->conversion_shift
= NULL
;
706 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
707 This
->conversion_map
= NULL
;
709 This
->conversion_stride
= 0;
710 This
->flags
&= ~WINED3D_BUFFER_HASDESC
;
714 static ULONG STDMETHODCALLTYPE
buffer_Release(IWineD3DBuffer
*iface
)
716 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
717 ULONG refcount
= InterlockedDecrement(&This
->resource
.ref
);
719 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
723 buffer_UnLoad(iface
);
724 resource_cleanup((IWineD3DResource
*)iface
);
725 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
726 HeapFree(GetProcessHeap(), 0, This
->maps
);
727 HeapFree(GetProcessHeap(), 0, This
);
733 /* IWineD3DBase methods */
735 static HRESULT STDMETHODCALLTYPE
buffer_GetParent(IWineD3DBuffer
*iface
, IUnknown
**parent
)
737 return resource_get_parent((IWineD3DResource
*)iface
, parent
);
740 /* IWineD3DResource methods */
742 static HRESULT STDMETHODCALLTYPE
buffer_SetPrivateData(IWineD3DBuffer
*iface
,
743 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
745 return resource_set_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
, flags
);
748 static HRESULT STDMETHODCALLTYPE
buffer_GetPrivateData(IWineD3DBuffer
*iface
,
749 REFGUID guid
, void *data
, DWORD
*data_size
)
751 return resource_get_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
);
754 static HRESULT STDMETHODCALLTYPE
buffer_FreePrivateData(IWineD3DBuffer
*iface
, REFGUID guid
)
756 return resource_free_private_data((IWineD3DResource
*)iface
, guid
);
759 static DWORD STDMETHODCALLTYPE
buffer_SetPriority(IWineD3DBuffer
*iface
, DWORD priority
)
761 return resource_set_priority((IWineD3DResource
*)iface
, priority
);
764 static DWORD STDMETHODCALLTYPE
buffer_GetPriority(IWineD3DBuffer
*iface
)
766 return resource_get_priority((IWineD3DResource
*)iface
);
769 static void STDMETHODCALLTYPE
buffer_PreLoad(IWineD3DBuffer
*iface
)
771 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
772 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
773 UINT start
= 0, end
= 0, len
= 0, vertices
;
774 struct wined3d_context
*context
;
775 BOOL decl_changed
= FALSE
;
779 TRACE("iface %p\n", iface
);
781 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
783 if (!This
->buffer_object
)
785 /* TODO: Make converting independent from VBOs */
786 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
788 buffer_create_buffer_object(This
);
789 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
793 /* Not doing any conversion */
798 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
799 if (device
->isInDraw
&& This
->bind_count
> 0)
801 decl_changed
= buffer_find_decl(This
);
802 This
->flags
|= WINED3D_BUFFER_HASDESC
;
805 if (!decl_changed
&& !(This
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(This
)))
807 context_release(context
);
809 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->decl_change_count
= 0;
810 if (This
->draw_count
> VB_RESETFULLCONVS
) This
->full_conversion_count
= 0;
814 /* If applications change the declaration over and over, reconverting all the time is a huge
815 * performance hit. So count the declaration changes and release the VBO if there are too many
816 * of them (and thus stop converting)
820 ++This
->decl_change_count
;
821 This
->draw_count
= 0;
823 if (This
->decl_change_count
> VB_MAXDECLCHANGES
||
824 (This
->conversion_map
&& (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
826 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
828 IWineD3DBuffer_UnLoad(iface
);
829 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
831 /* The stream source state handler might have read the memory of the vertex buffer already
832 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
833 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
836 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
839 buffer_check_buffer_object_size(This
);
843 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
844 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
845 * decl changes and reset the decl change count after a specific number of them
847 if(buffer_is_fully_dirty(This
))
849 ++This
->full_conversion_count
;
850 if(This
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
852 FIXME("Too many full buffer conversions, stopping converting\n");
853 IWineD3DBuffer_UnLoad(iface
);
854 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
855 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
862 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->decl_change_count
= 0;
863 if (This
->draw_count
> VB_RESETFULLCONVS
) This
->full_conversion_count
= 0;
869 /* The declaration changed, reload the whole buffer */
870 WARN("Reloading buffer because of decl change\n");
871 buffer_clear_dirty_areas(This
);
872 if(!buffer_add_dirty_area(This
, 0, 0))
874 ERR("buffer_add_dirty_area failed, this is not expected\n");
879 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
881 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
884 if (!This
->conversion_map
)
886 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
887 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
888 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
890 TRACE("No conversion needed\n");
892 /* Nothing to do because we locked directly into the vbo */
893 if (!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
895 context_release(context
);
900 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
901 checkGLcall("glBindBufferARB");
902 while(This
->modified_areas
)
904 This
->modified_areas
--;
905 start
= This
->maps
[This
->modified_areas
].offset
;
906 len
= This
->maps
[This
->modified_areas
].size
;
907 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, start
, len
, This
->resource
.allocatedMemory
+ start
));
908 checkGLcall("glBufferSubDataARB");
912 context_release(context
);
916 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
918 buffer_get_sysmem(This
);
921 /* Now for each vertex in the buffer that needs conversion */
922 vertices
= This
->resource
.size
/ This
->stride
;
924 if (This
->conversion_shift
)
926 TRACE("Shifted conversion\n");
927 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conversion_stride
);
930 len
= This
->resource
.size
;
933 if (This
->maps
[0].offset
|| This
->maps
[0].size
!= This
->resource
.size
)
935 FIXME("Implement partial buffer load with shifted conversion\n");
938 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
940 for (j
= 0; j
< This
->stride
; ++j
)
942 switch(This
->conversion_map
[j
])
945 data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]
946 = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
951 float *out
= (float *)(&data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]);
952 const WORD
*in
= (WORD
*)(&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
954 out
[1] = float_16_to_32(in
+ 1);
955 out
[0] = float_16_to_32(in
+ 0);
956 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
961 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
968 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
969 checkGLcall("glBindBufferARB");
970 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, 0, vertices
* This
->conversion_stride
, data
));
971 checkGLcall("glBufferSubDataARB");
976 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
978 while(This
->modified_areas
)
980 This
->modified_areas
--;
981 start
= This
->maps
[This
->modified_areas
].offset
;
982 len
= This
->maps
[This
->modified_areas
].size
;
985 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
986 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
988 for (j
= 0; j
< This
->stride
; ++j
)
990 switch(This
->conversion_map
[j
])
997 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
1001 case CONV_POSITIONT
:
1002 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
1006 case CONV_FLOAT16_2
:
1007 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1009 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
1015 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1016 checkGLcall("glBindBufferARB");
1017 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, start
, len
, data
+ start
));
1018 checkGLcall("glBufferSubDataARB");
1023 HeapFree(GetProcessHeap(), 0, data
);
1026 context_release(context
);
1029 static WINED3DRESOURCETYPE STDMETHODCALLTYPE
buffer_GetType(IWineD3DBuffer
*iface
)
1031 return resource_get_type((IWineD3DResource
*)iface
);
1034 /* IWineD3DBuffer methods */
1036 static DWORD
buffer_sanitize_flags(DWORD flags
)
1038 /* Not all flags make sense together, but Windows never returns an error. Catch the
1039 * cases that could cause issues */
1040 if(flags
& WINED3DLOCK_READONLY
)
1042 if(flags
& WINED3DLOCK_DISCARD
)
1044 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1047 if(flags
& WINED3DLOCK_NOOVERWRITE
)
1049 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1053 else if((flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)) == (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
1055 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1062 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
1064 GLbitfield ret
= GL_MAP_FLUSH_EXPLICIT_BIT
;
1066 if (!(d3d_flags
& WINED3DLOCK_READONLY
)) ret
|= GL_MAP_WRITE_BIT
;
1068 if (d3d_flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
1070 if(d3d_flags
& WINED3DLOCK_DISCARD
) ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
1071 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
1075 ret
|= GL_MAP_READ_BIT
;
1081 static HRESULT STDMETHODCALLTYPE
buffer_Map(IWineD3DBuffer
*iface
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
1083 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1086 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface
, offset
, size
, data
, flags
);
1088 flags
= buffer_sanitize_flags(flags
);
1089 if (!buffer_add_dirty_area(This
, offset
, size
)) return E_OUTOFMEMORY
;
1091 count
= InterlockedIncrement(&This
->lock_count
);
1093 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && This
->buffer_object
)
1097 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1098 struct wined3d_context
*context
;
1099 const struct wined3d_gl_info
*gl_info
;
1101 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1103 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1106 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
1107 gl_info
= context
->gl_info
;
1109 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1111 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1113 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1114 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
1115 This
->resource
.size
, mapflags
));
1119 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_READ_WRITE_ARB
));
1122 context_release(context
);
1126 *data
= This
->resource
.allocatedMemory
+ offset
;
1128 TRACE("Returning memory at %p (base %p, offset %u)\n", *data
, This
->resource
.allocatedMemory
, offset
);
1129 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1134 static HRESULT STDMETHODCALLTYPE
buffer_Unmap(IWineD3DBuffer
*iface
)
1136 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1139 TRACE("(%p)\n", This
);
1141 /* In the case that the number of Unmap calls > the
1142 * number of Map calls, d3d returns always D3D_OK.
1143 * This is also needed to prevent Map from returning garbage on
1144 * the next call (this will happen if the lock_count is < 0). */
1145 if(This
->lock_count
== 0)
1147 TRACE("Unmap called without a previous Map call!\n");
1151 if (InterlockedDecrement(&This
->lock_count
))
1153 /* Delay loading the buffer until everything is unlocked */
1154 TRACE("Ignoring unlock\n");
1158 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && This
->buffer_object
)
1160 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1161 const struct wined3d_gl_info
*gl_info
;
1162 struct wined3d_context
*context
;
1164 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1166 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1169 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
1170 gl_info
= context
->gl_info
;
1172 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1174 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1176 for(i
= 0; i
< This
->modified_areas
; i
++)
1178 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
,
1179 This
->maps
[i
].offset
,
1180 This
->maps
[i
].size
));
1181 checkGLcall("glFlushMappedBufferRange");
1184 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
1186 for(i
= 0; i
< This
->modified_areas
; i
++)
1188 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
,
1189 This
->maps
[i
].offset
,
1190 This
->maps
[i
].size
));
1191 checkGLcall("glFlushMappedBufferRangeAPPLE");
1195 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
1197 context_release(context
);
1199 This
->resource
.allocatedMemory
= NULL
;
1200 buffer_clear_dirty_areas(This
);
1202 else if (This
->flags
& WINED3D_BUFFER_HASDESC
)
1204 buffer_PreLoad(iface
);
1210 static HRESULT STDMETHODCALLTYPE
buffer_GetDesc(IWineD3DBuffer
*iface
, WINED3DBUFFER_DESC
*desc
)
1212 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1214 TRACE("(%p)\n", This
);
1216 desc
->Type
= This
->resource
.resourceType
;
1217 desc
->Usage
= This
->resource
.usage
;
1218 desc
->Pool
= This
->resource
.pool
;
1219 desc
->Size
= This
->resource
.size
;
1224 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl
=
1226 /* IUnknown methods */
1227 buffer_QueryInterface
,
1230 /* IWineD3DBase methods */
1232 /* IWineD3DResource methods */
1233 buffer_SetPrivateData
,
1234 buffer_GetPrivateData
,
1235 buffer_FreePrivateData
,
1241 /* IWineD3DBuffer methods */
1247 HRESULT
buffer_init(struct wined3d_buffer
*buffer
, IWineD3DDeviceImpl
*device
,
1248 UINT size
, DWORD usage
, WINED3DFORMAT format
, WINED3DPOOL pool
, GLenum bind_hint
,
1249 const char *data
, IUnknown
*parent
, const struct wined3d_parent_ops
*parent_ops
)
1251 const struct GlPixelFormatDesc
*format_desc
= getFormatDescEntry(format
, &device
->adapter
->gl_info
);
1253 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1254 BOOL dynamic_buffer_ok
;
1258 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1259 return WINED3DERR_INVALIDCALL
;
1262 buffer
->vtbl
= &wined3d_buffer_vtbl
;
1264 hr
= resource_init((IWineD3DResource
*)buffer
, WINED3DRTYPE_BUFFER
,
1265 device
, size
, usage
, format_desc
, pool
, parent
, parent_ops
);
1268 WARN("Failed to initialize resource, hr %#x\n", hr
);
1271 buffer
->buffer_type_hint
= bind_hint
;
1273 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1274 debug_d3dformat(buffer
->resource
.format_desc
->format
), buffer
->resource
.allocatedMemory
, buffer
);
1276 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1278 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1279 * drawStridedFast (half-life 2 and others).
1281 * Basically converting the vertices in the buffer is quite expensive, and observations
1282 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1283 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1285 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1287 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1289 else if(buffer
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
1291 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1293 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1295 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1299 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1306 hr
= IWineD3DBuffer_Map((IWineD3DBuffer
*)buffer
, 0, size
, &ptr
, 0);
1309 ERR("Failed to map buffer, hr %#x\n", hr
);
1310 buffer_UnLoad((IWineD3DBuffer
*)buffer
);
1311 resource_cleanup((IWineD3DResource
*)buffer
);
1315 memcpy(ptr
, data
, size
);
1317 hr
= IWineD3DBuffer_Unmap((IWineD3DBuffer
*)buffer
);
1320 ERR("Failed to unmap buffer, hr %#x\n", hr
);
1321 buffer_UnLoad((IWineD3DBuffer
*)buffer
);
1322 resource_cleanup((IWineD3DResource
*)buffer
);
1327 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1330 ERR("Out of memory\n");
1331 buffer_UnLoad((IWineD3DBuffer
*)buffer
);
1332 resource_cleanup((IWineD3DResource
*)buffer
);
1333 return E_OUTOFMEMORY
;
1335 buffer
->maps_size
= 1;