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 2009-2010 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 VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
33 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
34 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
35 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
37 static inline BOOL
buffer_add_dirty_area(struct wined3d_buffer
*This
, UINT offset
, UINT size
)
39 if (!This
->buffer_object
) return TRUE
;
41 if (This
->maps_size
<= This
->modified_areas
)
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This
->maps
,
44 This
->maps_size
* 2 * sizeof(*This
->maps
));
47 ERR("Out of memory\n");
57 if(offset
> This
->resource
.size
|| offset
+ size
> This
->resource
.size
)
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
61 size
= This
->resource
.size
;
63 else if(!offset
&& !size
)
65 size
= This
->resource
.size
;
68 This
->maps
[This
->modified_areas
].offset
= offset
;
69 This
->maps
[This
->modified_areas
].size
= size
;
70 This
->modified_areas
++;
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
76 This
->modified_areas
= 0;
79 static inline BOOL
buffer_is_dirty(struct wined3d_buffer
*This
)
81 return !!This
->modified_areas
;
84 static inline BOOL
buffer_is_fully_dirty(struct wined3d_buffer
*This
)
88 for(i
= 0; i
< This
->modified_areas
; i
++)
90 if (!This
->maps
[i
].offset
&& This
->maps
[i
].size
== This
->resource
.size
)
98 /* Context activation is done by the caller */
99 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
101 if(!This
->buffer_object
) return;
104 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
105 checkGLcall("glDeleteBuffersARB");
107 This
->buffer_object
= 0;
111 wined3d_event_query_destroy(This
->query
);
114 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
120 GLenum error
, gl_usage
;
122 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
123 This
, debug_d3dusage(This
->resource
.usage
));
127 /* Make sure that the gl error is cleared. Do not use checkGLcall
128 * here because checkGLcall just prints a fixme and continues. However,
129 * if an error during VBO creation occurs we can fall back to non-vbo operation
130 * with full functionality(but performance loss)
132 while (glGetError() != GL_NO_ERROR
);
134 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
135 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
136 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
137 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
138 * to check if the rhw and color values are in the correct format.
141 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
142 error
= glGetError();
143 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
145 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
150 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
152 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
154 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
155 error
= glGetError();
156 if (error
!= GL_NO_ERROR
)
158 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
163 /* Don't use static, because dx apps tend to update the buffer
164 * quite often even if they specify 0 usage.
166 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
168 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
169 gl_usage
= GL_STREAM_DRAW_ARB
;
171 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
173 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
174 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
175 This
->flags
|= WINED3D_BUFFER_FLUSH
;
177 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
178 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
179 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
181 /* No setup is needed here for GL_ARB_map_buffer_range */
185 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
186 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
189 /* Reserve memory for the buffer. The amount of data won't change
190 * so we are safe with calling glBufferData once and
191 * calling glBufferSubData on updates. Upload the actual data in case
192 * we're not double buffering, so we can release the heap mem afterwards
194 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
195 error
= glGetError();
197 if (error
!= GL_NO_ERROR
)
199 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
203 This
->buffer_object_size
= This
->resource
.size
;
204 This
->buffer_object_usage
= gl_usage
;
206 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
208 if(!buffer_add_dirty_area(This
, 0, 0))
210 ERR("buffer_add_dirty_area failed, this is not expected\n");
216 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
217 This
->resource
.allocatedMemory
= NULL
;
218 This
->resource
.heapMemory
= NULL
;
224 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
225 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
226 delete_gl_buffer(This
, gl_info
);
227 buffer_clear_dirty_areas(This
);
230 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
231 const enum wined3d_buffer_conversion_type conversion_type
,
232 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
234 DWORD offset
= This
->resource
.device
->stateBlock
->state
.streams
[attrib
->stream_idx
].offset
;
240 /* Check for some valid situations which cause us pain. One is if the buffer is used for
241 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
242 * with different strides. In the 2nd case we might have to drop conversion entirely,
243 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
247 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
248 debug_d3dformat(attrib
->format
->id
));
250 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
252 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
256 *stride_this_run
= attrib
->stride
;
257 if (This
->stride
!= *stride_this_run
)
259 /* We rely that this happens only on the first converted attribute that is found,
260 * if at all. See above check
262 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
263 This
->stride
= *stride_this_run
;
264 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
265 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
266 sizeof(*This
->conversion_map
) * This
->stride
);
271 data
= (((DWORD_PTR
)attrib
->data
) + offset
) % This
->stride
;
272 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
273 for (i
= 0; i
< attrib_size
; ++i
)
275 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
276 if (This
->conversion_map
[idx
] != conversion_type
)
278 TRACE("Byte %ld in vertex changed\n", idx
);
279 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
281 This
->conversion_map
[idx
] = conversion_type
;
288 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
289 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
290 DWORD
*stride_this_run
, BOOL
*float16_used
)
292 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
293 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
294 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
295 enum wined3d_format_id format
;
298 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
299 * there, on nonexistent attribs the vbo is 0.
301 if (!(si
->use_map
& (1 << attrib_idx
))
302 || attrib
->buffer_object
!= This
->buffer_object
)
305 format
= attrib
->format
->id
;
306 /* Look for newly appeared conversion */
307 if (!gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
]
308 && (format
== WINED3DFMT_R16G16_FLOAT
|| format
== WINED3DFMT_R16G16B16A16_FLOAT
))
310 ret
= buffer_process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
);
312 if (is_ffp_position
) FIXME("Test FLOAT16 fixed function processing positions\n");
313 else if (is_ffp_color
) FIXME("test FLOAT16 fixed function processing colors\n");
314 *float16_used
= TRUE
;
316 else if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
318 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
320 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
322 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
324 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
326 else if (This
->conversion_map
)
328 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
334 static UINT
*find_conversion_shift(struct wined3d_buffer
*This
,
335 const struct wined3d_stream_info
*strided
, UINT stride
)
337 UINT
*ret
, i
, j
, shift
, orig_type_size
;
345 This
->conversion_stride
= stride
;
346 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
347 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
349 enum wined3d_format_id format
;
351 if (!(strided
->use_map
& (1 << i
)) || strided
->elements
[i
].buffer_object
!= This
->buffer_object
) continue;
353 format
= strided
->elements
[i
].format
->id
;
354 if (format
== WINED3DFMT_R16G16_FLOAT
)
358 else if (format
== WINED3DFMT_R16G16B16A16_FLOAT
)
361 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
364 for (j
= 4; j
< 8; ++j
)
366 ret
[(DWORD_PTR
)strided
->elements
[i
].data
+ j
] += 4;
373 This
->conversion_stride
+= shift
;
377 orig_type_size
= strided
->elements
[i
].format
->component_count
378 * strided
->elements
[i
].format
->component_size
;
379 for (j
= (DWORD_PTR
)strided
->elements
[i
].data
+ orig_type_size
; j
< stride
; ++j
)
388 TRACE("Dumping conversion shift:\n");
389 for (i
= 0; i
< stride
; ++i
)
391 TRACE("[%d]", ret
[i
]);
399 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
401 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
402 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
403 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
404 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
405 UINT stride_this_run
= 0;
406 BOOL float16_used
= FALSE
;
410 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
411 * Once we have our declaration there is no need to look it up again. Index buffers also never need
412 * conversion, so once the (empty) conversion structure is created don't bother checking again
414 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
416 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
419 TRACE("Finding vertex buffer conversion information\n");
420 /* Certain declaration types need some fixups before we can pass them to
421 * opengl. This means D3DCOLOR attributes with fixed function vertex
422 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
423 * GL_ARB_half_float_vertex is not supported.
425 * Note for d3d8 and d3d9:
426 * The vertex buffer FVF doesn't help with finding them, we have to use
427 * the decoded vertex declaration and pick the things that concern the
428 * current buffer. A problem with this is that this can change between
429 * draws, so we have to validate the information and reprocess the buffer
430 * if it changes, and avoid false positives for performance reasons.
431 * WineD3D doesn't even know the vertex buffer any more, it is managed
432 * by the client libraries and passed to SetStreamSource and ProcessVertices
435 * We have to distinguish between vertex shaders and fixed function to
436 * pick the way we access the strided vertex information.
438 * This code sets up a per-byte array with the size of the detected
439 * stride of the arrays in the buffer. For each byte we have a field
440 * that marks the conversion needed on this byte. For example, the
441 * following declaration with fixed function vertex processing:
449 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
450 * [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]
452 * Where in this example map P means 4 component position conversion, 0
453 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
454 * conversion (red / blue swizzle).
456 * If we're doing conversion and the stride changes we have to reconvert
457 * the whole buffer. Note that we do not mind if the semantic changes,
458 * we only care for the conversion type. So if the NORMAL is replaced
459 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
460 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
461 * conversion types depend on the semantic as well, for example a FLOAT4
462 * texcoord needs no conversion while a FLOAT4 positiont needs one
467 /* If the current vertex declaration is marked for no half float conversion don't bother to
468 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
469 * if we used conversion before
471 if (!state
->vertex_declaration
->half_float_conv_needed
)
473 if (This
->conversion_map
)
475 TRACE("Now using shaders without conversion, but conversion used before\n");
476 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
477 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
478 This
->conversion_map
= NULL
;
480 This
->conversion_shift
= NULL
;
481 This
->conversion_stride
= 0;
489 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
491 ret
= buffer_check_attribute(This
, si
, i
, FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
494 /* Recalculate the conversion shift map if the declaration has changed,
495 * and we're using float16 conversion or used it on the last run
497 if (ret
&& (float16_used
|| This
->conversion_map
))
499 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
500 This
->conversion_shift
= find_conversion_shift(This
, si
, This
->stride
);
505 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
506 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
507 * the attributes that our current fixed function pipeline implementation cares for.
509 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
510 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
511 TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
512 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
513 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
514 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
515 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
516 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
517 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
518 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
519 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
520 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
521 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
522 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
523 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
524 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
525 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
526 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
527 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
528 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
529 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
530 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
531 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
532 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
533 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
535 if (float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
538 if (!stride_this_run
&& This
->conversion_map
)
541 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
542 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
543 This
->conversion_map
= NULL
;
547 if (ret
) TRACE("Conversion information changed\n");
552 /* Context activation is done by the caller. */
553 static void buffer_check_buffer_object_size(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
555 UINT size
= This
->conversion_stride
?
556 This
->conversion_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
557 if (This
->buffer_object_size
!= size
)
559 TRACE("Old size %u, creating new size %u\n", This
->buffer_object_size
, size
);
561 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
563 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
566 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
567 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
569 buffer_get_sysmem(This
, gl_info
);
573 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
574 checkGLcall("glBindBufferARB");
575 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, size
, NULL
, This
->buffer_object_usage
));
576 This
->buffer_object_size
= size
;
577 checkGLcall("glBufferDataARB");
582 static inline void fixup_d3dcolor(DWORD
*dst_color
)
584 DWORD src_color
= *dst_color
;
586 /* Color conversion like in drawStridedSlow. watch out for little endianity
587 * If we want that stuff to work on big endian machines too we have to consider more things
589 * 0xff000000: Alpha mask
590 * 0x00ff0000: Blue mask
591 * 0x0000ff00: Green mask
592 * 0x000000ff: Red mask
595 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
596 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
597 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
600 static inline void fixup_transformed_pos(float *p
)
602 /* rhw conversion like in position_float4(). */
603 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
605 float w
= 1.0f
/ p
[3];
613 /* Context activation is done by the caller. */
614 const BYTE
*buffer_get_memory(struct wined3d_buffer
*buffer
,
615 const struct wined3d_gl_info
*gl_info
, GLuint
*buffer_object
)
617 *buffer_object
= buffer
->buffer_object
;
618 if (!buffer
->buffer_object
)
620 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
622 buffer_create_buffer_object(buffer
, gl_info
);
623 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
624 if (buffer
->buffer_object
)
626 *buffer_object
= buffer
->buffer_object
;
630 return buffer
->resource
.allocatedMemory
;
638 /* IUnknown methods */
640 static HRESULT STDMETHODCALLTYPE
buffer_QueryInterface(IWineD3DBuffer
*iface
,
641 REFIID riid
, void **object
)
643 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
645 if (IsEqualGUID(riid
, &IID_IWineD3DBuffer
)
646 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
647 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
648 || IsEqualGUID(riid
, &IID_IUnknown
))
650 IUnknown_AddRef(iface
);
655 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
659 return E_NOINTERFACE
;
662 static ULONG STDMETHODCALLTYPE
buffer_AddRef(IWineD3DBuffer
*iface
)
664 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
665 ULONG refcount
= InterlockedIncrement(&This
->resource
.ref
);
667 TRACE("%p increasing refcount to %u\n", This
, refcount
);
672 /* Context activation is done by the caller. */
673 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
675 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
676 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
678 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
679 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
681 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
683 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
687 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
688 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
690 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
692 return This
->resource
.allocatedMemory
;
695 /* Do not call while under the GL lock. */
696 static void buffer_unload(struct wined3d_resource
*resource
)
698 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
700 TRACE("buffer %p.\n", buffer
);
702 if (buffer
->buffer_object
)
704 IWineD3DDeviceImpl
*device
= resource
->device
;
705 struct wined3d_context
*context
;
707 context
= context_acquire(device
, NULL
);
709 /* Download the buffer, but don't permanently enable double buffering */
710 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
712 buffer_get_sysmem(buffer
, context
->gl_info
);
713 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
716 delete_gl_buffer(buffer
, context
->gl_info
);
717 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
718 buffer_clear_dirty_areas(buffer
);
720 context_release(context
);
722 HeapFree(GetProcessHeap(), 0, buffer
->conversion_shift
);
723 buffer
->conversion_shift
= NULL
;
724 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
725 buffer
->conversion_map
= NULL
;
727 buffer
->conversion_stride
= 0;
728 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
731 resource_unload(resource
);
734 /* Do not call while under the GL lock. */
735 static ULONG STDMETHODCALLTYPE
buffer_Release(IWineD3DBuffer
*iface
)
737 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
738 ULONG refcount
= InterlockedDecrement(&This
->resource
.ref
);
740 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
744 buffer_unload(&This
->resource
);
745 resource_cleanup(&This
->resource
);
746 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
747 HeapFree(GetProcessHeap(), 0, This
->maps
);
748 HeapFree(GetProcessHeap(), 0, This
);
754 /* IWineD3DBase methods */
755 static void * STDMETHODCALLTYPE
buffer_GetParent(IWineD3DBuffer
*iface
)
757 TRACE("iface %p.\n", iface
);
759 return ((struct wined3d_buffer
*)iface
)->resource
.parent
;
762 /* IWineD3DResource methods */
764 static HRESULT STDMETHODCALLTYPE
buffer_SetPrivateData(IWineD3DBuffer
*iface
,
765 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
767 return resource_set_private_data(&((struct wined3d_buffer
*)iface
)->resource
, guid
, data
, data_size
, flags
);
770 static HRESULT STDMETHODCALLTYPE
buffer_GetPrivateData(IWineD3DBuffer
*iface
,
771 REFGUID guid
, void *data
, DWORD
*data_size
)
773 return resource_get_private_data(&((struct wined3d_buffer
*)iface
)->resource
, guid
, data
, data_size
);
776 static HRESULT STDMETHODCALLTYPE
buffer_FreePrivateData(IWineD3DBuffer
*iface
, REFGUID guid
)
778 return resource_free_private_data(&((struct wined3d_buffer
*)iface
)->resource
, guid
);
781 static DWORD STDMETHODCALLTYPE
buffer_SetPriority(IWineD3DBuffer
*iface
, DWORD priority
)
783 return resource_set_priority(&((struct wined3d_buffer
*)iface
)->resource
, priority
);
786 static DWORD STDMETHODCALLTYPE
buffer_GetPriority(IWineD3DBuffer
*iface
)
788 return resource_get_priority(&((struct wined3d_buffer
*)iface
)->resource
);
791 /* The caller provides a context and binds the buffer */
792 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
794 enum wined3d_event_query_result ret
;
796 /* No fencing needs to be done if the app promises not to overwrite
798 if(flags
& WINED3DLOCK_NOOVERWRITE
) return;
799 if(flags
& WINED3DLOCK_DISCARD
)
802 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
803 checkGLcall("glBufferDataARB\n");
810 TRACE("Creating event query for buffer %p\n", This
);
812 if (!wined3d_event_query_supported(gl_info
))
814 FIXME("Event queries not supported, dropping async buffer locks.\n");
818 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
821 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
825 /* Since we don't know about old draws a glFinish is needed once */
829 TRACE("Synchronizing buffer %p\n", This
);
830 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
833 case WINED3D_EVENT_QUERY_NOT_STARTED
:
834 case WINED3D_EVENT_QUERY_OK
:
838 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
839 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
843 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
850 wined3d_event_query_destroy(This
->query
);
856 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
857 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
859 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
862 /* The caller provides a GL context */
863 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
866 UINT start
= 0, len
= 0;
870 /* This potentially invalidates the element array buffer binding, but the
871 * caller always takes care of this. */
872 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
873 checkGLcall("glBindBufferARB");
874 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
877 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
878 if (flags
& WINED3D_BUFFER_DISCARD
)
880 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
| GL_MAP_INVALIDATE_BUFFER_BIT
;
882 else if (flags
& WINED3D_BUFFER_NOSYNC
)
884 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
886 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
887 This
->resource
.size
, mapflags
));
888 checkGLcall("glMapBufferRange");
892 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
895 if (flags
& WINED3D_BUFFER_DISCARD
) syncflags
|= WINED3DLOCK_DISCARD
;
896 if (flags
& WINED3D_BUFFER_NOSYNC
) syncflags
|= WINED3DLOCK_NOOVERWRITE
;
898 buffer_sync_apple(This
, syncflags
, gl_info
);
901 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
902 checkGLcall("glMapBufferARB");
907 ERR("Failed to map opengl buffer\n");
911 while (This
->modified_areas
)
913 This
->modified_areas
--;
914 start
= This
->maps
[This
->modified_areas
].offset
;
915 len
= This
->maps
[This
->modified_areas
].size
;
917 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
919 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
921 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
922 checkGLcall("glFlushMappedBufferRange");
924 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
926 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
927 checkGLcall("glFlushMappedBufferRangeAPPLE");
930 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
931 checkGLcall("glUnmapBufferARB");
936 /* Do not call while under the GL lock. */
937 static void STDMETHODCALLTYPE
buffer_PreLoad(IWineD3DBuffer
*iface
)
939 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
940 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
941 UINT start
= 0, end
= 0, len
= 0, vertices
;
942 const struct wined3d_gl_info
*gl_info
;
943 struct wined3d_context
*context
;
944 BOOL decl_changed
= FALSE
;
947 DWORD flags
= This
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
949 TRACE("iface %p\n", iface
);
950 This
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
952 context
= context_acquire(device
, NULL
);
953 gl_info
= context
->gl_info
;
955 if (!This
->buffer_object
)
957 /* TODO: Make converting independent from VBOs */
958 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
960 buffer_create_buffer_object(This
, gl_info
);
961 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
965 /* Not doing any conversion */
970 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
971 if (device
->isInDraw
&& This
->bind_count
> 0)
973 decl_changed
= buffer_find_decl(This
);
974 This
->flags
|= WINED3D_BUFFER_HASDESC
;
977 if (!decl_changed
&& !(This
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(This
)))
979 context_release(context
);
981 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->decl_change_count
= 0;
982 if (This
->draw_count
> VB_RESETFULLCONVS
) This
->full_conversion_count
= 0;
986 /* If applications change the declaration over and over, reconverting all the time is a huge
987 * performance hit. So count the declaration changes and release the VBO if there are too many
988 * of them (and thus stop converting)
992 ++This
->decl_change_count
;
993 This
->draw_count
= 0;
995 if (This
->decl_change_count
> VB_MAXDECLCHANGES
||
996 (This
->conversion_map
&& (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
998 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
1000 buffer_unload(&This
->resource
);
1001 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1003 /* The stream source state handler might have read the memory of the vertex buffer already
1004 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
1005 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
1008 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
1011 buffer_check_buffer_object_size(This
, gl_info
);
1013 /* The declaration changed, reload the whole buffer */
1014 WARN("Reloading buffer because of decl change\n");
1015 buffer_clear_dirty_areas(This
);
1016 if(!buffer_add_dirty_area(This
, 0, 0))
1018 ERR("buffer_add_dirty_area failed, this is not expected\n");
1021 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1022 * cleared for unsynchronized updates
1028 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1029 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1030 * decl changes and reset the decl change count after a specific number of them
1032 if(buffer_is_fully_dirty(This
))
1034 ++This
->full_conversion_count
;
1035 if(This
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
1037 FIXME("Too many full buffer conversions, stopping converting\n");
1038 buffer_unload(&This
->resource
);
1039 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1040 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
1047 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->decl_change_count
= 0;
1048 if (This
->draw_count
> VB_RESETFULLCONVS
) This
->full_conversion_count
= 0;
1052 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1054 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1057 if (!This
->conversion_map
)
1059 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
1060 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
1061 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
1063 TRACE("No conversion needed\n");
1065 /* Nothing to do because we locked directly into the vbo */
1066 if (!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1068 context_release(context
);
1072 buffer_direct_upload(This
, context
->gl_info
, flags
);
1074 context_release(context
);
1078 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1080 buffer_get_sysmem(This
, gl_info
);
1083 /* Now for each vertex in the buffer that needs conversion */
1084 vertices
= This
->resource
.size
/ This
->stride
;
1086 if (This
->conversion_shift
)
1088 TRACE("Shifted conversion\n");
1089 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conversion_stride
);
1092 len
= This
->resource
.size
;
1095 if (This
->maps
[0].offset
|| This
->maps
[0].size
!= This
->resource
.size
)
1097 FIXME("Implement partial buffer load with shifted conversion\n");
1100 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
1102 for (j
= 0; j
< This
->stride
; ++j
)
1104 switch(This
->conversion_map
[j
])
1107 data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]
1108 = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
1111 case CONV_FLOAT16_2
:
1113 float *out
= (float *)(&data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]);
1114 const WORD
*in
= (WORD
*)(&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
1116 out
[1] = float_16_to_32(in
+ 1);
1117 out
[0] = float_16_to_32(in
+ 0);
1118 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1123 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
1130 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1131 checkGLcall("glBindBufferARB");
1132 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, 0, vertices
* This
->conversion_stride
, data
));
1133 checkGLcall("glBufferSubDataARB");
1138 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
1140 while(This
->modified_areas
)
1142 This
->modified_areas
--;
1143 start
= This
->maps
[This
->modified_areas
].offset
;
1144 len
= This
->maps
[This
->modified_areas
].size
;
1147 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
1148 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
1150 for (j
= 0; j
< This
->stride
; ++j
)
1152 switch(This
->conversion_map
[j
])
1159 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
1163 case CONV_POSITIONT
:
1164 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
1168 case CONV_FLOAT16_2
:
1169 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1171 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
1177 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1178 checkGLcall("glBindBufferARB");
1179 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, start
, len
, data
+ start
));
1180 checkGLcall("glBufferSubDataARB");
1185 HeapFree(GetProcessHeap(), 0, data
);
1188 context_release(context
);
1191 static WINED3DRESOURCETYPE STDMETHODCALLTYPE
buffer_GetType(IWineD3DBuffer
*iface
)
1193 return resource_get_type(&((struct wined3d_buffer
*)iface
)->resource
);
1196 /* IWineD3DBuffer methods */
1198 static DWORD
buffer_sanitize_flags(struct wined3d_buffer
*buffer
, DWORD flags
)
1200 /* Not all flags make sense together, but Windows never returns an error. Catch the
1201 * cases that could cause issues */
1202 if(flags
& WINED3DLOCK_READONLY
)
1204 if(flags
& WINED3DLOCK_DISCARD
)
1206 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1209 if(flags
& WINED3DLOCK_NOOVERWRITE
)
1211 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1215 else if((flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)) == (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
1217 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1220 else if (flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
) && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1222 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1229 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
1233 if (!(d3d_flags
& WINED3DLOCK_READONLY
)) ret
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
1235 if (d3d_flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
1237 if(d3d_flags
& WINED3DLOCK_DISCARD
) ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
1238 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
1242 ret
|= GL_MAP_READ_BIT
;
1248 static struct wined3d_resource
* STDMETHODCALLTYPE
buffer_GetResource(IWineD3DBuffer
*iface
)
1250 TRACE("iface %p.\n", iface
);
1252 return &((struct wined3d_buffer
*)iface
)->resource
;
1255 static HRESULT STDMETHODCALLTYPE
buffer_Map(IWineD3DBuffer
*iface
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
1257 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1259 BOOL dirty
= buffer_is_dirty(This
);
1261 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface
, offset
, size
, data
, flags
);
1263 flags
= buffer_sanitize_flags(This
, flags
);
1264 if (!(flags
& WINED3DLOCK_READONLY
))
1266 if (!buffer_add_dirty_area(This
, offset
, size
)) return E_OUTOFMEMORY
;
1269 count
= InterlockedIncrement(&This
->lock_count
);
1271 if (This
->buffer_object
)
1273 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1277 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1278 struct wined3d_context
*context
;
1279 const struct wined3d_gl_info
*gl_info
;
1281 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1283 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1286 context
= context_acquire(device
, NULL
);
1287 gl_info
= context
->gl_info
;
1289 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1291 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1293 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1294 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
1295 This
->resource
.size
, mapflags
));
1296 checkGLcall("glMapBufferRange");
1300 if(This
->flags
& WINED3D_BUFFER_APPLESYNC
)
1303 buffer_sync_apple(This
, flags
, gl_info
);
1306 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_READ_WRITE_ARB
));
1307 checkGLcall("glMapBufferARB");
1311 if (((DWORD_PTR
) This
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1313 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
1314 This
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1317 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
1318 checkGLcall("glUnmapBufferARB");
1320 This
->resource
.allocatedMemory
= NULL
;
1322 buffer_get_sysmem(This
, gl_info
);
1323 TRACE("New pointer is %p\n", This
->resource
.allocatedMemory
);
1325 context_release(context
);
1332 if (This
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3DLOCK_NOOVERWRITE
))
1334 This
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1337 else if(flags
& WINED3DLOCK_NOOVERWRITE
)
1339 This
->flags
|= WINED3D_BUFFER_NOSYNC
;
1342 if (flags
& WINED3DLOCK_DISCARD
)
1344 This
->flags
|= WINED3D_BUFFER_DISCARD
;
1349 *data
= This
->resource
.allocatedMemory
+ offset
;
1351 TRACE("Returning memory at %p (base %p, offset %u)\n", *data
, This
->resource
.allocatedMemory
, offset
);
1352 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1357 static void STDMETHODCALLTYPE
buffer_Unmap(IWineD3DBuffer
*iface
)
1359 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1362 TRACE("(%p)\n", This
);
1364 /* In the case that the number of Unmap calls > the
1365 * number of Map calls, d3d returns always D3D_OK.
1366 * This is also needed to prevent Map from returning garbage on
1367 * the next call (this will happen if the lock_count is < 0). */
1368 if (!This
->lock_count
)
1370 WARN("Unmap called without a previous Map call.\n");
1374 if (InterlockedDecrement(&This
->lock_count
))
1376 /* Delay loading the buffer until everything is unlocked */
1377 TRACE("Ignoring unlock\n");
1381 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && This
->buffer_object
)
1383 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1384 const struct wined3d_gl_info
*gl_info
;
1385 struct wined3d_context
*context
;
1387 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1389 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1392 context
= context_acquire(device
, NULL
);
1393 gl_info
= context
->gl_info
;
1395 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1397 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1399 for(i
= 0; i
< This
->modified_areas
; i
++)
1401 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
,
1402 This
->maps
[i
].offset
,
1403 This
->maps
[i
].size
));
1404 checkGLcall("glFlushMappedBufferRange");
1407 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
1409 for(i
= 0; i
< This
->modified_areas
; i
++)
1411 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
,
1412 This
->maps
[i
].offset
,
1413 This
->maps
[i
].size
));
1414 checkGLcall("glFlushMappedBufferRangeAPPLE");
1418 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
1420 context_release(context
);
1422 This
->resource
.allocatedMemory
= NULL
;
1423 buffer_clear_dirty_areas(This
);
1425 else if (This
->flags
& WINED3D_BUFFER_HASDESC
)
1427 buffer_PreLoad(iface
);
1431 static void STDMETHODCALLTYPE
buffer_GetDesc(IWineD3DBuffer
*iface
, WINED3DBUFFER_DESC
*desc
)
1433 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1435 TRACE("(%p)\n", This
);
1437 desc
->Type
= This
->resource
.resourceType
;
1438 desc
->Usage
= This
->resource
.usage
;
1439 desc
->Pool
= This
->resource
.pool
;
1440 desc
->Size
= This
->resource
.size
;
1443 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl
=
1445 /* IUnknown methods */
1446 buffer_QueryInterface
,
1449 /* IWineD3DBase methods */
1451 /* IWineD3DResource methods */
1452 buffer_SetPrivateData
,
1453 buffer_GetPrivateData
,
1454 buffer_FreePrivateData
,
1459 /* IWineD3DBuffer methods */
1466 static const struct wined3d_resource_ops buffer_resource_ops
=
1471 HRESULT
buffer_init(struct wined3d_buffer
*buffer
, IWineD3DDeviceImpl
*device
,
1472 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
, GLenum bind_hint
,
1473 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1475 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1476 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1478 BOOL dynamic_buffer_ok
;
1482 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1483 return WINED3DERR_INVALIDCALL
;
1486 buffer
->vtbl
= &wined3d_buffer_vtbl
;
1488 hr
= resource_init(&buffer
->resource
, WINED3DRTYPE_BUFFER
, device
, size
,
1489 usage
, format
, pool
, parent
, parent_ops
, &buffer_resource_ops
);
1492 WARN("Failed to initialize resource, hr %#x\n", hr
);
1495 buffer
->buffer_type_hint
= bind_hint
;
1497 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1498 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1500 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1501 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
];
1503 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1504 * drawStridedFast (half-life 2 and others).
1506 * Basically converting the vertices in the buffer is quite expensive, and observations
1507 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1508 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1510 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1512 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1514 else if(buffer
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
1516 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1518 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1520 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1524 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1531 hr
= IWineD3DBuffer_Map((IWineD3DBuffer
*)buffer
, 0, size
, &ptr
, 0);
1534 ERR("Failed to map buffer, hr %#x\n", hr
);
1535 buffer_unload(&buffer
->resource
);
1536 resource_cleanup(&buffer
->resource
);
1540 memcpy(ptr
, data
, size
);
1542 IWineD3DBuffer_Unmap((IWineD3DBuffer
*)buffer
);
1545 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1548 ERR("Out of memory\n");
1549 buffer_unload(&buffer
->resource
);
1550 resource_cleanup(&buffer
->resource
);
1551 return E_OUTOFMEMORY
;
1553 buffer
->maps_size
= 1;