wined3d: Fix a comment.
[wine/hramrach.git] / dlls / wined3d / buffer.c
blob8372b7aff3d19c6bda5918bbeb0e6a157feaed98
1 /*
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
25 #include "config.h"
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));
47 if (!new)
49 ERR("Out of memory\n");
50 return FALSE;
52 else
54 This->maps = new;
55 This->maps_size *= 2;
59 if(offset > This->resource.size || offset + size > This->resource.size)
61 WARN("Invalid range dirtified, marking entire buffer dirty\n");
62 offset = 0;
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++;
73 return TRUE;
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)
88 unsigned int i;
90 for(i = 0; i < This->modified_areas; i++)
92 if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
94 return TRUE;
97 return FALSE;
100 /* Context activation is done by the caller */
101 static void delete_gl_buffer(struct wined3d_buffer *This)
103 if(!This->buffer_object) return;
105 ENTER_GL();
106 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
107 checkGLcall("glDeleteBuffersARB");
108 LEAVE_GL();
109 This->buffer_object = 0;
111 if(This->query)
113 wined3d_event_query_destroy(This->query);
114 This->query = NULL;
116 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
119 /* Context activation is done by the caller. */
120 static void buffer_create_buffer_object(struct wined3d_buffer *This)
122 GLenum error, gl_usage;
123 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
125 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
126 This, debug_d3dusage(This->resource.usage));
128 ENTER_GL();
130 /* Make sure that the gl error is cleared. Do not use checkGLcall
131 * here because checkGLcall just prints a fixme and continues. However,
132 * if an error during VBO creation occurs we can fall back to non-vbo operation
133 * with full functionality(but performance loss)
135 while (glGetError() != GL_NO_ERROR);
137 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
138 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
139 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
140 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
141 * to check if the rhw and color values are in the correct format.
144 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
145 error = glGetError();
146 if (!This->buffer_object || error != GL_NO_ERROR)
148 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
149 LEAVE_GL();
150 goto fail;
153 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
155 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
157 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
158 error = glGetError();
159 if (error != GL_NO_ERROR)
161 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
162 LEAVE_GL();
163 goto fail;
166 /* Don't use static, because dx apps tend to update the buffer
167 * quite often even if they specify 0 usage.
169 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
171 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
172 gl_usage = GL_STREAM_DRAW_ARB;
174 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
176 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
177 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
178 This->flags |= WINED3D_BUFFER_FLUSH;
180 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
181 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
182 This->flags |= WINED3D_BUFFER_APPLESYNC;
184 /* No setup is needed here for GL_ARB_map_buffer_range */
186 else
188 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
189 gl_usage = GL_DYNAMIC_DRAW_ARB;
192 /* Reserve memory for the buffer. The amount of data won't change
193 * so we are safe with calling glBufferData once and
194 * calling glBufferSubData on updates. Upload the actual data in case
195 * we're not double buffering, so we can release the heap mem afterwards
197 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
198 error = glGetError();
199 LEAVE_GL();
200 if (error != GL_NO_ERROR)
202 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
203 goto fail;
206 This->buffer_object_size = This->resource.size;
207 This->buffer_object_usage = gl_usage;
209 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
211 if(!buffer_add_dirty_area(This, 0, 0))
213 ERR("buffer_add_dirty_area failed, this is not expected\n");
214 goto fail;
217 else
219 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
220 This->resource.allocatedMemory = NULL;
221 This->resource.heapMemory = NULL;
224 return;
226 fail:
227 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
228 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
229 delete_gl_buffer(This);
230 buffer_clear_dirty_areas(This);
233 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
234 const enum wined3d_buffer_conversion_type conversion_type,
235 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
237 DWORD attrib_size;
238 BOOL ret = FALSE;
239 unsigned int i;
240 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
241 DWORD_PTR data;
243 /* Check for some valid situations which cause us pain. One is if the buffer is used for
244 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
245 * with different strides. In the 2nd case we might have to drop conversion entirely,
246 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
248 if (!attrib->stride)
250 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
251 debug_d3dformat(attrib->format_desc->format));
253 else if(attrib->stride != *stride_this_run && *stride_this_run)
255 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
257 else
259 *stride_this_run = attrib->stride;
260 if (This->stride != *stride_this_run)
262 /* We rely that this happens only on the first converted attribute that is found,
263 * if at all. See above check
265 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
266 This->stride = *stride_this_run;
267 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
268 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
269 sizeof(*This->conversion_map) * This->stride);
270 ret = TRUE;
274 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
275 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
276 for (i = 0; i < attrib_size; ++i)
278 DWORD_PTR idx = (data + i) % This->stride;
279 if (This->conversion_map[idx] != conversion_type)
281 TRACE("Byte %ld in vertex changed\n", idx);
282 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
283 ret = TRUE;
284 This->conversion_map[idx] = conversion_type;
288 return ret;
291 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
292 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
293 DWORD *stride_this_run, BOOL *float16_used)
295 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
296 IWineD3DDeviceImpl *device = This->resource.device;
297 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
298 BOOL ret = FALSE;
299 WINED3DFORMAT format;
301 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
302 * there, on nonexistent attribs the vbo is 0.
304 if (!(si->use_map & (1 << attrib_idx))
305 || attrib->buffer_object != This->buffer_object)
306 return FALSE;
308 format = attrib->format_desc->format;
309 /* Look for newly appeared conversion */
310 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
311 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
313 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
315 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
316 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
317 *float16_used = TRUE;
319 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
321 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
323 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
325 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
327 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
329 else if (This->conversion_map)
331 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
334 return ret;
337 static UINT *find_conversion_shift(struct wined3d_buffer *This,
338 const struct wined3d_stream_info *strided, UINT stride)
340 UINT *ret, i, j, shift, orig_type_size;
342 if (!stride)
344 TRACE("No shift\n");
345 return NULL;
348 This->conversion_stride = stride;
349 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
350 for (i = 0; i < MAX_ATTRIBS; ++i)
352 WINED3DFORMAT format;
354 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
356 format = strided->elements[i].format_desc->format;
357 if (format == WINED3DFMT_R16G16_FLOAT)
359 shift = 4;
361 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
363 shift = 8;
364 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
365 * compatible
367 for (j = 4; j < 8; ++j)
369 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
372 else
374 shift = 0;
376 This->conversion_stride += shift;
378 if (shift)
380 orig_type_size = strided->elements[i].format_desc->component_count
381 * strided->elements[i].format_desc->component_size;
382 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
384 ret[j] += shift;
389 if (TRACE_ON(d3d))
391 TRACE("Dumping conversion shift:\n");
392 for (i = 0; i < stride; ++i)
394 TRACE("[%d]", ret[i]);
396 TRACE("\n");
399 return ret;
402 static BOOL buffer_find_decl(struct wined3d_buffer *This)
404 IWineD3DDeviceImpl *device = This->resource.device;
405 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
406 const struct wined3d_stream_info *si = &device->strided_streams;
407 UINT stride_this_run = 0;
408 BOOL float16_used = FALSE;
409 BOOL ret = FALSE;
410 unsigned int i;
412 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
413 * Once we have our declaration there is no need to look it up again. Index buffers also never need
414 * conversion, so once the (empty) conversion structure is created don't bother checking again
416 if (This->flags & WINED3D_BUFFER_HASDESC)
418 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
421 TRACE("Finding vertex buffer conversion information\n");
422 /* Certain declaration types need some fixups before we can pass them to
423 * opengl. This means D3DCOLOR attributes with fixed function vertex
424 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
425 * GL_ARB_half_float_vertex is not supported.
427 * Note for d3d8 and d3d9:
428 * The vertex buffer FVF doesn't help with finding them, we have to use
429 * the decoded vertex declaration and pick the things that concern the
430 * current buffer. A problem with this is that this can change between
431 * draws, so we have to validate the information and reprocess the buffer
432 * if it changes, and avoid false positives for performance reasons.
433 * WineD3D doesn't even know the vertex buffer any more, it is managed
434 * by the client libraries and passed to SetStreamSource and ProcessVertices
435 * as needed.
437 * We have to distinguish between vertex shaders and fixed function to
438 * pick the way we access the strided vertex information.
440 * This code sets up a per-byte array with the size of the detected
441 * stride of the arrays in the buffer. For each byte we have a field
442 * that marks the conversion needed on this byte. For example, the
443 * following declaration with fixed function vertex processing:
445 * POSITIONT, FLOAT4
446 * NORMAL, FLOAT3
447 * DIFFUSE, FLOAT16_4
448 * SPECULAR, D3DCOLOR
450 * Will result in
451 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
452 * [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]
454 * Where in this example map P means 4 component position conversion, 0
455 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
456 * conversion (red / blue swizzle).
458 * If we're doing conversion and the stride changes we have to reconvert
459 * the whole buffer. Note that we do not mind if the semantic changes,
460 * we only care for the conversion type. So if the NORMAL is replaced
461 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
462 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
463 * conversion types depend on the semantic as well, for example a FLOAT4
464 * texcoord needs no conversion while a FLOAT4 positiont needs one
466 if (use_vs(device->stateBlock))
468 TRACE("vshader\n");
469 /* If the current vertex declaration is marked for no half float conversion don't bother to
470 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
471 * if we used conversion before
473 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
475 if (This->conversion_map)
477 TRACE("Now using shaders without conversion, but conversion used before\n");
478 HeapFree(GetProcessHeap(), 0, This->conversion_map);
479 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
480 This->conversion_map = NULL;
481 This->stride = 0;
482 This->conversion_shift = NULL;
483 This->conversion_stride = 0;
484 return TRUE;
486 else
488 return FALSE;
491 for (i = 0; i < MAX_ATTRIBS; ++i)
493 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
496 /* Recalculate the conversion shift map if the declaration has changed,
497 * and we're using float16 conversion or used it on the last run
499 if (ret && (float16_used || This->conversion_map))
501 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
502 This->conversion_shift = find_conversion_shift(This, si, This->stride);
505 else
507 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
508 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
509 * the attributes that our current fixed function pipeline implementation cares for.
511 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
512 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
513 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
514 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
515 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
516 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
517 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
518 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
519 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
520 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
521 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
522 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
523 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
524 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
525 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
526 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
527 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
528 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
529 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
530 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
531 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
532 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
533 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
534 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
535 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
537 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
540 if (stride_this_run == 0 && This->conversion_map)
542 /* Sanity test */
543 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
544 HeapFree(GetProcessHeap(), 0, This->conversion_map);
545 This->conversion_map = NULL;
546 This->stride = 0;
549 if (ret) TRACE("Conversion information changed\n");
551 return ret;
554 /* Context activation is done by the caller. */
555 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
557 UINT size = This->conversion_stride ?
558 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
559 if (This->buffer_object_size != size)
561 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
563 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
565 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
568 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
569 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
571 buffer_get_sysmem(This);
574 ENTER_GL();
575 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
576 checkGLcall("glBindBufferARB");
577 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
578 This->buffer_object_size = size;
579 checkGLcall("glBufferDataARB");
580 LEAVE_GL();
584 static inline void fixup_d3dcolor(DWORD *dst_color)
586 DWORD src_color = *dst_color;
588 /* Color conversion like in drawStridedSlow. watch out for little endianity
589 * If we want that stuff to work on big endian machines too we have to consider more things
591 * 0xff000000: Alpha mask
592 * 0x00ff0000: Blue mask
593 * 0x0000ff00: Green mask
594 * 0x000000ff: Red mask
596 *dst_color = 0;
597 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
598 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
599 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
602 static inline void fixup_transformed_pos(float *p)
604 /* rhw conversion like in position_float4(). */
605 if (p[3] != 1.0f && p[3] != 0.0f)
607 float w = 1.0f / p[3];
608 p[0] *= w;
609 p[1] *= w;
610 p[2] *= w;
611 p[3] = w;
615 /* Context activation is done by the caller. */
616 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object)
618 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
620 *buffer_object = This->buffer_object;
621 if (!This->buffer_object)
623 if (This->flags & WINED3D_BUFFER_CREATEBO)
625 buffer_create_buffer_object(This);
626 This->flags &= ~WINED3D_BUFFER_CREATEBO;
627 if (This->buffer_object)
629 *buffer_object = This->buffer_object;
630 return NULL;
633 return This->resource.allocatedMemory;
635 else
637 return NULL;
641 /* IUnknown methods */
643 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
644 REFIID riid, void **object)
646 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
648 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
649 || IsEqualGUID(riid, &IID_IWineD3DResource)
650 || IsEqualGUID(riid, &IID_IWineD3DBase)
651 || IsEqualGUID(riid, &IID_IUnknown))
653 IUnknown_AddRef(iface);
654 *object = iface;
655 return S_OK;
658 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
660 *object = NULL;
662 return E_NOINTERFACE;
665 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
667 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
668 ULONG refcount = InterlockedIncrement(&This->resource.ref);
670 TRACE("%p increasing refcount to %u\n", This, refcount);
672 return refcount;
675 /* Context activation is done by the caller. */
676 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
678 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
679 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
681 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
682 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
683 ENTER_GL();
684 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
685 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
686 LEAVE_GL();
687 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
689 return This->resource.allocatedMemory;
692 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
694 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
696 TRACE("iface %p\n", iface);
698 if (This->buffer_object)
700 IWineD3DDeviceImpl *device = This->resource.device;
701 struct wined3d_context *context;
703 context = context_acquire(device, NULL);
705 /* Download the buffer, but don't permanently enable double buffering */
706 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
708 buffer_get_sysmem(This);
709 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
712 delete_gl_buffer(This);
713 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
714 buffer_clear_dirty_areas(This);
716 context_release(context);
718 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
719 This->conversion_shift = NULL;
720 HeapFree(GetProcessHeap(), 0, This->conversion_map);
721 This->conversion_map = NULL;
722 This->stride = 0;
723 This->conversion_stride = 0;
724 This->flags &= ~WINED3D_BUFFER_HASDESC;
728 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
730 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
731 ULONG refcount = InterlockedDecrement(&This->resource.ref);
733 TRACE("%p decreasing refcount to %u\n", This, refcount);
735 if (!refcount)
737 buffer_UnLoad(iface);
738 resource_cleanup((IWineD3DResource *)iface);
739 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
740 HeapFree(GetProcessHeap(), 0, This->maps);
741 HeapFree(GetProcessHeap(), 0, This);
744 return refcount;
747 /* IWineD3DBase methods */
749 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
751 return resource_get_parent((IWineD3DResource *)iface, parent);
754 /* IWineD3DResource methods */
756 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
757 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
759 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
762 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
763 REFGUID guid, void *data, DWORD *data_size)
765 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
768 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
770 return resource_free_private_data((IWineD3DResource *)iface, guid);
773 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
775 return resource_set_priority((IWineD3DResource *)iface, priority);
778 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
780 return resource_get_priority((IWineD3DResource *)iface);
783 /* The caller provides a context and binds the buffer */
784 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
786 enum wined3d_event_query_result ret;
788 /* No fencing needs to be done if the app promises not to overwrite
789 * existing data */
790 if(flags & WINED3DLOCK_NOOVERWRITE) return;
791 if(flags & WINED3DLOCK_DISCARD)
793 ENTER_GL();
794 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
795 checkGLcall("glBufferDataARB\n");
796 LEAVE_GL();
797 return;
800 if(!This->query)
802 TRACE("Creating event query for buffer %p\n", This);
804 if (!wined3d_event_query_supported(gl_info))
806 FIXME("Event queries not supported, dropping async buffer locks.\n");
807 goto drop_query;
810 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
811 if (!This->query)
813 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
814 goto drop_query;
817 /* Since we don't know about old draws a glFinish is needed once */
818 wglFinish();
819 return;
821 TRACE("Synchronizing buffer %p\n", This);
822 ret = wined3d_event_query_finish(This->query, This->resource.device);
823 switch(ret)
825 case WINED3D_EVENT_QUERY_NOT_STARTED:
826 case WINED3D_EVENT_QUERY_OK:
827 /* All done */
828 return;
830 case WINED3D_EVENT_QUERY_WRONG_THREAD:
831 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
832 goto drop_query;
834 default:
835 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
836 goto drop_query;
839 drop_query:
840 if(This->query)
842 wined3d_event_query_destroy(This->query);
843 This->query = NULL;
846 wglFinish();
847 ENTER_GL();
848 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
849 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
850 LEAVE_GL();
851 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
854 /* The caller provides a GL context */
855 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
857 BYTE *map;
858 UINT start = 0, len = 0;
860 ENTER_GL();
861 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
862 checkGLcall("glBindBufferARB");
863 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
865 GLbitfield mapflags;
866 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
867 if (flags & WINED3D_BUFFER_DISCARD)
869 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
871 else if (flags & WINED3D_BUFFER_NOSYNC)
873 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
875 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
876 This->resource.size, mapflags));
877 checkGLcall("glMapBufferRange");
879 else
881 if (This->flags & WINED3D_BUFFER_APPLESYNC)
883 DWORD syncflags = 0;
884 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
885 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
886 LEAVE_GL();
887 buffer_sync_apple(This, syncflags, gl_info);
888 ENTER_GL();
890 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
891 checkGLcall("glMapBufferARB");
893 if (!map)
895 LEAVE_GL();
896 ERR("Failed to map opengl buffer\n");
897 return;
900 while(This->modified_areas)
902 This->modified_areas--;
903 start = This->maps[This->modified_areas].offset;
904 len = This->maps[This->modified_areas].size;
906 memcpy(map + start, This->resource.allocatedMemory + start, len);
908 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
910 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
911 checkGLcall("glFlushMappedBufferRange");
913 else if (This->flags & WINED3D_BUFFER_FLUSH)
915 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
916 checkGLcall("glFlushMappedBufferRangeAPPLE");
919 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
920 checkGLcall("glUnmapBufferARB");
921 LEAVE_GL();
924 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
926 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
927 IWineD3DDeviceImpl *device = This->resource.device;
928 UINT start = 0, end = 0, len = 0, vertices;
929 struct wined3d_context *context;
930 BOOL decl_changed = FALSE;
931 unsigned int i, j;
932 BYTE *data;
933 DWORD flags = This->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
935 TRACE("iface %p\n", iface);
936 This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
938 context = context_acquire(device, NULL);
940 if (!This->buffer_object)
942 /* TODO: Make converting independent from VBOs */
943 if (This->flags & WINED3D_BUFFER_CREATEBO)
945 buffer_create_buffer_object(This);
946 This->flags &= ~WINED3D_BUFFER_CREATEBO;
948 else
950 /* Not doing any conversion */
951 goto end;
955 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
956 if (device->isInDraw && This->bind_count > 0)
958 decl_changed = buffer_find_decl(This);
959 This->flags |= WINED3D_BUFFER_HASDESC;
962 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
964 context_release(context);
965 ++This->draw_count;
966 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
967 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
968 return;
971 /* If applications change the declaration over and over, reconverting all the time is a huge
972 * performance hit. So count the declaration changes and release the VBO if there are too many
973 * of them (and thus stop converting)
975 if (decl_changed)
977 ++This->decl_change_count;
978 This->draw_count = 0;
980 if (This->decl_change_count > VB_MAXDECLCHANGES ||
981 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
983 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
985 IWineD3DBuffer_UnLoad(iface);
986 This->flags &= ~WINED3D_BUFFER_CREATEBO;
988 /* The stream source state handler might have read the memory of the vertex buffer already
989 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
990 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
991 * rarely
993 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
994 goto end;
996 buffer_check_buffer_object_size(This);
998 /* The declaration changed, reload the whole buffer */
999 WARN("Reloading buffer because of decl change\n");
1000 buffer_clear_dirty_areas(This);
1001 if(!buffer_add_dirty_area(This, 0, 0))
1003 ERR("buffer_add_dirty_area failed, this is not expected\n");
1004 return;
1006 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1007 * cleared for unsynchronized updates
1009 flags = 0;
1011 else
1013 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1014 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1015 * decl changes and reset the decl change count after a specific number of them
1017 if(buffer_is_fully_dirty(This))
1019 ++This->full_conversion_count;
1020 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
1022 FIXME("Too many full buffer conversions, stopping converting\n");
1023 IWineD3DBuffer_UnLoad(iface);
1024 This->flags &= ~WINED3D_BUFFER_CREATEBO;
1025 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1026 goto end;
1029 else
1031 ++This->draw_count;
1032 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
1033 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
1037 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1039 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1042 if (!This->conversion_map)
1044 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
1045 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
1046 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
1048 TRACE("No conversion needed\n");
1050 /* Nothing to do because we locked directly into the vbo */
1051 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1053 context_release(context);
1054 return;
1057 buffer_direct_upload(This, context->gl_info, flags);
1059 context_release(context);
1060 return;
1063 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1065 buffer_get_sysmem(This);
1068 /* Now for each vertex in the buffer that needs conversion */
1069 vertices = This->resource.size / This->stride;
1071 if (This->conversion_shift)
1073 TRACE("Shifted conversion\n");
1074 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
1076 start = 0;
1077 len = This->resource.size;
1078 end = start + len;
1080 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
1082 FIXME("Implement partial buffer load with shifted conversion\n");
1085 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1087 for (j = 0; j < This->stride; ++j)
1089 switch(This->conversion_map[j])
1091 case CONV_NONE:
1092 data[This->conversion_stride * i + j + This->conversion_shift[j]]
1093 = This->resource.allocatedMemory[This->stride * i + j];
1094 break;
1096 case CONV_FLOAT16_2:
1098 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
1099 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
1101 out[1] = float_16_to_32(in + 1);
1102 out[0] = float_16_to_32(in + 0);
1103 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1104 break;
1107 default:
1108 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1109 break;
1114 ENTER_GL();
1115 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1116 checkGLcall("glBindBufferARB");
1117 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
1118 checkGLcall("glBufferSubDataARB");
1119 LEAVE_GL();
1121 else
1123 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
1125 while(This->modified_areas)
1127 This->modified_areas--;
1128 start = This->maps[This->modified_areas].offset;
1129 len = This->maps[This->modified_areas].size;
1130 end = start + len;
1132 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
1133 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1135 for (j = 0; j < This->stride; ++j)
1137 switch(This->conversion_map[j])
1139 case CONV_NONE:
1140 /* Done already */
1141 j += 3;
1142 break;
1143 case CONV_D3DCOLOR:
1144 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
1145 j += 3;
1146 break;
1148 case CONV_POSITIONT:
1149 fixup_transformed_pos((float *) (data + i * This->stride + j));
1150 j += 15;
1151 break;
1153 case CONV_FLOAT16_2:
1154 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1155 default:
1156 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1161 ENTER_GL();
1162 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1163 checkGLcall("glBindBufferARB");
1164 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1165 checkGLcall("glBufferSubDataARB");
1166 LEAVE_GL();
1170 HeapFree(GetProcessHeap(), 0, data);
1172 end:
1173 context_release(context);
1176 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1178 return resource_get_type((IWineD3DResource *)iface);
1181 /* IWineD3DBuffer methods */
1183 static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
1185 /* Not all flags make sense together, but Windows never returns an error. Catch the
1186 * cases that could cause issues */
1187 if(flags & WINED3DLOCK_READONLY)
1189 if(flags & WINED3DLOCK_DISCARD)
1191 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1192 return 0;
1194 if(flags & WINED3DLOCK_NOOVERWRITE)
1196 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1197 return 0;
1200 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1202 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1203 return 0;
1205 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1207 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1208 return 0;
1211 return flags;
1214 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1216 GLbitfield ret = 0;
1218 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1220 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1222 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1223 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1225 else
1227 ret |= GL_MAP_READ_BIT;
1230 return ret;
1233 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1235 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1236 LONG count;
1237 BOOL dirty = buffer_is_dirty(This);
1239 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1241 flags = buffer_sanitize_flags(This, flags);
1242 if (!(flags & WINED3DLOCK_READONLY))
1244 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1247 count = InterlockedIncrement(&This->lock_count);
1249 if (This->buffer_object)
1251 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1253 if(count == 1)
1255 IWineD3DDeviceImpl *device = This->resource.device;
1256 struct wined3d_context *context;
1257 const struct wined3d_gl_info *gl_info;
1259 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1261 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1264 context = context_acquire(device, NULL);
1265 gl_info = context->gl_info;
1266 ENTER_GL();
1267 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1269 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1271 GLbitfield mapflags = buffer_gl_map_flags(flags);
1272 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
1273 This->resource.size, mapflags));
1274 checkGLcall("glMapBufferRange");
1276 else
1278 if(This->flags & WINED3D_BUFFER_APPLESYNC)
1280 LEAVE_GL();
1281 buffer_sync_apple(This, flags, gl_info);
1282 ENTER_GL();
1284 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1285 checkGLcall("glMapBufferARB");
1287 LEAVE_GL();
1289 if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1291 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
1292 This->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1294 ENTER_GL();
1295 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1296 checkGLcall("glUnmapBufferARB");
1297 LEAVE_GL();
1298 This->resource.allocatedMemory = NULL;
1300 buffer_get_sysmem(This);
1301 TRACE("New pointer is %p\n", This->resource.allocatedMemory);
1303 context_release(context);
1306 else
1308 if (dirty)
1310 if (This->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1312 This->flags &= ~WINED3D_BUFFER_NOSYNC;
1315 else if(flags & WINED3DLOCK_NOOVERWRITE)
1317 This->flags |= WINED3D_BUFFER_NOSYNC;
1320 if (flags & WINED3DLOCK_DISCARD)
1322 This->flags |= WINED3D_BUFFER_DISCARD;
1327 *data = This->resource.allocatedMemory + offset;
1329 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1330 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1332 return WINED3D_OK;
1335 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1337 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1338 ULONG i;
1340 TRACE("(%p)\n", This);
1342 /* In the case that the number of Unmap calls > the
1343 * number of Map calls, d3d returns always D3D_OK.
1344 * This is also needed to prevent Map from returning garbage on
1345 * the next call (this will happen if the lock_count is < 0). */
1346 if(This->lock_count == 0)
1348 TRACE("Unmap called without a previous Map call!\n");
1349 return WINED3D_OK;
1352 if (InterlockedDecrement(&This->lock_count))
1354 /* Delay loading the buffer until everything is unlocked */
1355 TRACE("Ignoring unlock\n");
1356 return WINED3D_OK;
1359 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1361 IWineD3DDeviceImpl *device = This->resource.device;
1362 const struct wined3d_gl_info *gl_info;
1363 struct wined3d_context *context;
1365 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1367 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1370 context = context_acquire(device, NULL);
1371 gl_info = context->gl_info;
1372 ENTER_GL();
1373 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1375 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1377 for(i = 0; i < This->modified_areas; i++)
1379 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
1380 This->maps[i].offset,
1381 This->maps[i].size));
1382 checkGLcall("glFlushMappedBufferRange");
1385 else if (This->flags & WINED3D_BUFFER_FLUSH)
1387 for(i = 0; i < This->modified_areas; i++)
1389 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1390 This->maps[i].offset,
1391 This->maps[i].size));
1392 checkGLcall("glFlushMappedBufferRangeAPPLE");
1396 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1397 LEAVE_GL();
1398 context_release(context);
1400 This->resource.allocatedMemory = NULL;
1401 buffer_clear_dirty_areas(This);
1403 else if (This->flags & WINED3D_BUFFER_HASDESC)
1405 buffer_PreLoad(iface);
1408 return WINED3D_OK;
1411 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1413 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1415 TRACE("(%p)\n", This);
1417 desc->Type = This->resource.resourceType;
1418 desc->Usage = This->resource.usage;
1419 desc->Pool = This->resource.pool;
1420 desc->Size = This->resource.size;
1422 return WINED3D_OK;
1425 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1427 /* IUnknown methods */
1428 buffer_QueryInterface,
1429 buffer_AddRef,
1430 buffer_Release,
1431 /* IWineD3DBase methods */
1432 buffer_GetParent,
1433 /* IWineD3DResource methods */
1434 buffer_SetPrivateData,
1435 buffer_GetPrivateData,
1436 buffer_FreePrivateData,
1437 buffer_SetPriority,
1438 buffer_GetPriority,
1439 buffer_PreLoad,
1440 buffer_UnLoad,
1441 buffer_GetType,
1442 /* IWineD3DBuffer methods */
1443 buffer_Map,
1444 buffer_Unmap,
1445 buffer_GetDesc,
1448 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1449 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1450 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1452 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1453 HRESULT hr;
1454 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1455 BOOL dynamic_buffer_ok;
1457 if (!size)
1459 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1460 return WINED3DERR_INVALIDCALL;
1463 buffer->vtbl = &wined3d_buffer_vtbl;
1465 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1466 device, size, usage, format_desc, pool, parent, parent_ops);
1467 if (FAILED(hr))
1469 WARN("Failed to initialize resource, hr %#x\n", hr);
1470 return hr;
1472 buffer->buffer_type_hint = bind_hint;
1474 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1475 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1477 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1478 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1480 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1481 * drawStridedFast (half-life 2 and others).
1483 * Basically converting the vertices in the buffer is quite expensive, and observations
1484 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1485 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1487 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1489 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1491 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1493 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1495 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1497 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1499 else
1501 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1504 if (data)
1506 BYTE *ptr;
1508 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1509 if (FAILED(hr))
1511 ERR("Failed to map buffer, hr %#x\n", hr);
1512 buffer_UnLoad((IWineD3DBuffer *)buffer);
1513 resource_cleanup((IWineD3DResource *)buffer);
1514 return hr;
1517 memcpy(ptr, data, size);
1519 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1520 if (FAILED(hr))
1522 ERR("Failed to unmap buffer, hr %#x\n", hr);
1523 buffer_UnLoad((IWineD3DBuffer *)buffer);
1524 resource_cleanup((IWineD3DResource *)buffer);
1525 return hr;
1529 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1530 if (!buffer->maps)
1532 ERR("Out of memory\n");
1533 buffer_UnLoad((IWineD3DBuffer *)buffer);
1534 resource_cleanup((IWineD3DResource *)buffer);
1535 return E_OUTOFMEMORY;
1537 buffer->maps_size = 1;
1539 return WINED3D_OK;