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 BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
81 return !!buffer
->modified_areas
;
84 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
88 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
90 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
96 /* Context activation is done by the caller */
97 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
99 if(!This
->buffer_object
) return;
102 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
103 checkGLcall("glDeleteBuffersARB");
105 This
->buffer_object
= 0;
109 wined3d_event_query_destroy(This
->query
);
112 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
115 /* Context activation is done by the caller. */
116 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
118 GLenum error
, gl_usage
;
120 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
121 This
, debug_d3dusage(This
->resource
.usage
));
125 /* Make sure that the gl error is cleared. Do not use checkGLcall
126 * here because checkGLcall just prints a fixme and continues. However,
127 * if an error during VBO creation occurs we can fall back to non-vbo operation
128 * with full functionality(but performance loss)
130 while (glGetError() != GL_NO_ERROR
);
132 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
133 * The vertex declaration from the device determines how the data in the
134 * buffer is interpreted. This means that on each draw call the buffer has
135 * to be verified to check if the rhw and color values are in the correct
138 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
139 error
= glGetError();
140 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
142 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
147 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
148 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
149 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
150 error
= glGetError();
151 if (error
!= GL_NO_ERROR
)
153 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
158 /* Don't use static, because dx apps tend to update the buffer
159 * quite often even if they specify 0 usage.
161 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
163 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
164 gl_usage
= GL_STREAM_DRAW_ARB
;
166 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
168 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
170 This
->flags
|= WINED3D_BUFFER_FLUSH
;
172 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
180 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
181 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
184 /* Reserve memory for the buffer. The amount of data won't change
185 * so we are safe with calling glBufferData once and
186 * calling glBufferSubData on updates. Upload the actual data in case
187 * we're not double buffering, so we can release the heap mem afterwards
189 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
190 error
= glGetError();
192 if (error
!= GL_NO_ERROR
)
194 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
198 This
->buffer_object_size
= This
->resource
.size
;
199 This
->buffer_object_usage
= gl_usage
;
201 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
203 if(!buffer_add_dirty_area(This
, 0, 0))
205 ERR("buffer_add_dirty_area failed, this is not expected\n");
211 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
212 This
->resource
.allocatedMemory
= NULL
;
213 This
->resource
.heapMemory
= NULL
;
219 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
220 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
221 delete_gl_buffer(This
, gl_info
);
222 buffer_clear_dirty_areas(This
);
225 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
226 const enum wined3d_buffer_conversion_type conversion_type
,
227 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
234 /* Check for some valid situations which cause us pain. One is if the buffer is used for
235 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
236 * with different strides. In the 2nd case we might have to drop conversion entirely,
237 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
241 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
242 debug_d3dformat(attrib
->format
->id
));
244 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
246 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
250 *stride_this_run
= attrib
->stride
;
251 if (This
->stride
!= *stride_this_run
)
253 /* We rely that this happens only on the first converted attribute that is found,
254 * if at all. See above check
256 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
257 This
->stride
= *stride_this_run
;
258 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
259 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
260 sizeof(*This
->conversion_map
) * This
->stride
);
265 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
266 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
267 for (i
= 0; i
< attrib_size
; ++i
)
269 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
270 if (This
->conversion_map
[idx
] != conversion_type
)
272 TRACE("Byte %ld in vertex changed\n", idx
);
273 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
275 This
->conversion_map
[idx
] = conversion_type
;
282 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
283 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
284 DWORD
*stride_this_run
)
286 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
287 enum wined3d_format_id format
;
290 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
291 * there, on nonexistent attribs the vbo is 0.
293 if (!(si
->use_map
& (1 << attrib_idx
))
294 || attrib
->data
.buffer_object
!= This
->buffer_object
)
297 format
= attrib
->format
->id
;
298 /* Look for newly appeared conversion */
299 if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
301 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
303 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
305 else if (is_ffp_position
&& si
->position_transformed
)
307 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
309 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
313 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
315 else if (This
->conversion_map
)
317 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
323 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
325 struct wined3d_device
*device
= This
->resource
.device
;
326 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
327 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
328 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
329 UINT stride_this_run
= 0;
331 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
333 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
334 * Once we have our declaration there is no need to look it up again. Index buffers also never need
335 * conversion, so once the (empty) conversion structure is created don't bother checking again
337 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
339 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
344 TRACE("Vertex shaders used, no VBO conversion is needed\n");
345 if(This
->conversion_map
)
347 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
348 This
->conversion_map
= NULL
;
356 TRACE("Finding vertex buffer conversion information\n");
357 /* Certain declaration types need some fixups before we can pass them to
358 * opengl. This means D3DCOLOR attributes with fixed function vertex
359 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
360 * GL_ARB_half_float_vertex is not supported.
362 * Note for d3d8 and d3d9:
363 * The vertex buffer FVF doesn't help with finding them, we have to use
364 * the decoded vertex declaration and pick the things that concern the
365 * current buffer. A problem with this is that this can change between
366 * draws, so we have to validate the information and reprocess the buffer
367 * if it changes, and avoid false positives for performance reasons.
368 * WineD3D doesn't even know the vertex buffer any more, it is managed
369 * by the client libraries and passed to SetStreamSource and ProcessVertices
372 * We have to distinguish between vertex shaders and fixed function to
373 * pick the way we access the strided vertex information.
375 * This code sets up a per-byte array with the size of the detected
376 * stride of the arrays in the buffer. For each byte we have a field
377 * that marks the conversion needed on this byte. For example, the
378 * following declaration with fixed function vertex processing:
386 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
387 * [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]
389 * Where in this example map P means 4 component position conversion, 0
390 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
391 * conversion (red / blue swizzle).
393 * If we're doing conversion and the stride changes we have to reconvert
394 * the whole buffer. Note that we do not mind if the semantic changes,
395 * we only care for the conversion type. So if the NORMAL is replaced
396 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
397 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
398 * conversion types depend on the semantic as well, for example a FLOAT4
399 * texcoord needs no conversion while a FLOAT4 positiont needs one
402 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
403 TRUE
, TRUE
, FALSE
, &stride_this_run
) || ret
;
404 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
405 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
406 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
407 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
408 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
409 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
410 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
411 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
412 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
413 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
414 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
415 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
416 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
417 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
418 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
419 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
420 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
421 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
422 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
423 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
424 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
425 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
427 if (!stride_this_run
&& This
->conversion_map
)
430 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
431 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
432 This
->conversion_map
= NULL
;
436 if (ret
) TRACE("Conversion information changed\n");
441 static inline void fixup_d3dcolor(DWORD
*dst_color
)
443 DWORD src_color
= *dst_color
;
445 /* Color conversion like in drawStridedSlow. watch out for little endianity
446 * If we want that stuff to work on big endian machines too we have to consider more things
448 * 0xff000000: Alpha mask
449 * 0x00ff0000: Blue mask
450 * 0x0000ff00: Green mask
451 * 0x000000ff: Red mask
454 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
455 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
456 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
459 static inline void fixup_transformed_pos(float *p
)
461 /* rhw conversion like in position_float4(). */
462 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
464 float w
= 1.0f
/ p
[3];
472 /* Context activation is done by the caller. */
473 void buffer_get_memory(struct wined3d_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
,
474 struct wined3d_bo_address
*data
)
476 data
->buffer_object
= buffer
->buffer_object
;
477 if (!buffer
->buffer_object
)
479 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
481 buffer_create_buffer_object(buffer
, gl_info
);
482 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
483 if (buffer
->buffer_object
)
485 data
->buffer_object
= buffer
->buffer_object
;
490 data
->addr
= buffer
->resource
.allocatedMemory
;
498 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
500 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
502 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
507 /* Context activation is done by the caller. */
508 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
510 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
511 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
513 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
514 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
516 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
517 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
520 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
521 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
523 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
525 return This
->resource
.allocatedMemory
;
528 /* Do not call while under the GL lock. */
529 static void buffer_unload(struct wined3d_resource
*resource
)
531 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
533 TRACE("buffer %p.\n", buffer
);
535 if (buffer
->buffer_object
)
537 struct wined3d_device
*device
= resource
->device
;
538 struct wined3d_context
*context
;
540 context
= context_acquire(device
, NULL
);
542 /* Download the buffer, but don't permanently enable double buffering */
543 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
545 buffer_get_sysmem(buffer
, context
->gl_info
);
546 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
549 delete_gl_buffer(buffer
, context
->gl_info
);
550 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
551 buffer_clear_dirty_areas(buffer
);
553 context_release(context
);
555 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
556 buffer
->conversion_map
= NULL
;
558 buffer
->conversion_stride
= 0;
559 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
562 resource_unload(resource
);
565 /* Do not call while under the GL lock. */
566 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
568 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
570 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
574 buffer_unload(&buffer
->resource
);
575 resource_cleanup(&buffer
->resource
);
576 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
577 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
578 HeapFree(GetProcessHeap(), 0, buffer
);
584 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
586 TRACE("buffer %p.\n", buffer
);
588 return buffer
->resource
.parent
;
591 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
593 return resource_set_priority(&buffer
->resource
, priority
);
596 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
598 return resource_get_priority(&buffer
->resource
);
601 /* The caller provides a context and binds the buffer */
602 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
604 enum wined3d_event_query_result ret
;
606 /* No fencing needs to be done if the app promises not to overwrite
608 if (flags
& WINED3D_MAP_NOOVERWRITE
)
611 if (flags
& WINED3D_MAP_DISCARD
)
614 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
615 checkGLcall("glBufferDataARB\n");
622 TRACE("Creating event query for buffer %p\n", This
);
624 if (!wined3d_event_query_supported(gl_info
))
626 FIXME("Event queries not supported, dropping async buffer locks.\n");
630 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
633 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
637 /* Since we don't know about old draws a glFinish is needed once */
641 TRACE("Synchronizing buffer %p\n", This
);
642 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
645 case WINED3D_EVENT_QUERY_NOT_STARTED
:
646 case WINED3D_EVENT_QUERY_OK
:
650 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
651 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
655 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
662 wined3d_event_query_destroy(This
->query
);
668 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
669 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
671 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
674 /* The caller provides a GL context */
675 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
678 UINT start
= 0, len
= 0;
682 /* This potentially invalidates the element array buffer binding, but the
683 * caller always takes care of this. */
684 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
685 checkGLcall("glBindBufferARB");
686 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
689 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
690 if (flags
& WINED3D_BUFFER_DISCARD
)
691 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
692 if (flags
& WINED3D_BUFFER_NOSYNC
)
693 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
694 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
695 This
->resource
.size
, mapflags
));
696 checkGLcall("glMapBufferRange");
700 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
703 if (flags
& WINED3D_BUFFER_DISCARD
)
704 syncflags
|= WINED3D_MAP_DISCARD
;
705 if (flags
& WINED3D_BUFFER_NOSYNC
)
706 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
708 buffer_sync_apple(This
, syncflags
, gl_info
);
711 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
712 checkGLcall("glMapBufferARB");
717 ERR("Failed to map opengl buffer\n");
721 while (This
->modified_areas
)
723 This
->modified_areas
--;
724 start
= This
->maps
[This
->modified_areas
].offset
;
725 len
= This
->maps
[This
->modified_areas
].size
;
727 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
729 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
731 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
732 checkGLcall("glFlushMappedBufferRange");
734 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
736 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
737 checkGLcall("glFlushMappedBufferRangeAPPLE");
740 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
741 checkGLcall("glUnmapBufferARB");
746 /* Do not call while under the GL lock. */
747 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
749 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
750 struct wined3d_device
*device
= buffer
->resource
.device
;
751 UINT start
= 0, end
= 0, len
= 0, vertices
;
752 const struct wined3d_gl_info
*gl_info
;
753 struct wined3d_context
*context
;
754 BOOL decl_changed
= FALSE
;
758 TRACE("buffer %p.\n", buffer
);
760 if (buffer
->resource
.map_count
)
762 WARN("Buffer is mapped, skipping preload.\n");
766 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
768 if (!buffer
->buffer_object
)
770 /* TODO: Make converting independent from VBOs */
771 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
773 context
= context_acquire(device
, NULL
);
774 buffer_create_buffer_object(buffer
, context
->gl_info
);
775 context_release(context
);
776 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
780 /* Not doing any conversion */
785 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
786 if (device
->isInDraw
&& buffer
->resource
.bind_count
> 0)
788 decl_changed
= buffer_find_decl(buffer
);
789 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
792 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
794 ++buffer
->draw_count
;
795 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
796 buffer
->decl_change_count
= 0;
797 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
798 buffer
->full_conversion_count
= 0;
802 /* If applications change the declaration over and over, reconverting all the time is a huge
803 * performance hit. So count the declaration changes and release the VBO if there are too many
804 * of them (and thus stop converting)
808 ++buffer
->decl_change_count
;
809 buffer
->draw_count
= 0;
811 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
812 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
814 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
816 buffer_unload(&buffer
->resource
);
817 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
819 /* The stream source state handler might have read the memory of
820 * the vertex buffer already and got the memory in the vbo which
821 * is not valid any longer. Dirtify the stream source to force a
822 * reload. This happens only once per changed vertexbuffer and
823 * should occur rather rarely. */
824 device_invalidate_state(device
, STATE_STREAMSRC
);
828 /* The declaration changed, reload the whole buffer */
829 WARN("Reloading buffer because of decl change\n");
830 buffer_clear_dirty_areas(buffer
);
831 if (!buffer_add_dirty_area(buffer
, 0, 0))
833 ERR("buffer_add_dirty_area failed, this is not expected\n");
836 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
837 * cleared for unsynchronized updates
843 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
844 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
845 * decl changes and reset the decl change count after a specific number of them
847 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
849 ++buffer
->full_conversion_count
;
850 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
852 FIXME("Too many full buffer conversions, stopping converting.\n");
853 buffer_unload(&buffer
->resource
);
854 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
855 if (buffer
->resource
.bind_count
)
856 device_invalidate_state(device
, STATE_STREAMSRC
);
862 ++buffer
->draw_count
;
863 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
864 buffer
->decl_change_count
= 0;
865 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
866 buffer
->full_conversion_count
= 0;
870 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
871 device_invalidate_state(device
, STATE_INDEXBUFFER
);
873 if (!buffer
->conversion_map
)
875 /* That means that there is nothing to fixup. Just upload from
876 * buffer->resource.allocatedMemory directly into the vbo. Do not
877 * free the system memory copy because drawPrimitive may need it if
878 * the stride is 0, for instancing emulation, vertex blending
879 * emulation or shader emulation. */
880 TRACE("No conversion needed.\n");
882 /* Nothing to do because we locked directly into the vbo */
883 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
888 context
= context_acquire(device
, NULL
);
889 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
891 context_release(context
);
895 context
= context_acquire(device
, NULL
);
896 gl_info
= context
->gl_info
;
898 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
900 buffer_get_sysmem(buffer
, gl_info
);
903 /* Now for each vertex in the buffer that needs conversion */
904 vertices
= buffer
->resource
.size
/ buffer
->stride
;
906 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
908 while(buffer
->modified_areas
)
910 buffer
->modified_areas
--;
911 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
912 len
= buffer
->maps
[buffer
->modified_areas
].size
;
915 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
916 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
918 for (j
= 0; j
< buffer
->stride
; ++j
)
920 switch (buffer
->conversion_map
[j
])
927 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
932 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
936 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
942 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
943 checkGLcall("glBindBufferARB");
944 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
945 checkGLcall("glBufferSubDataARB");
949 HeapFree(GetProcessHeap(), 0, data
);
950 context_release(context
);
953 static DWORD
buffer_sanitize_flags(const struct wined3d_buffer
*buffer
, DWORD flags
)
955 /* Not all flags make sense together, but Windows never returns an error.
956 * Catch the cases that could cause issues. */
957 if (flags
& WINED3D_MAP_READONLY
)
959 if (flags
& WINED3D_MAP_DISCARD
)
961 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
964 if (flags
& WINED3D_MAP_NOOVERWRITE
)
966 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
970 else if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
971 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
973 WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
976 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)
977 && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
979 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
986 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
990 if (!(d3d_flags
& WINED3D_MAP_READONLY
))
991 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
992 if (!(d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)))
993 ret
|= GL_MAP_READ_BIT
;
995 if (d3d_flags
& WINED3D_MAP_DISCARD
)
996 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
997 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
998 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
1003 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
1005 TRACE("buffer %p.\n", buffer
);
1007 return &buffer
->resource
;
1010 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
1012 BOOL dirty
= buffer_is_dirty(buffer
);
1015 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
1017 flags
= buffer_sanitize_flags(buffer
, flags
);
1018 if (!(flags
& WINED3D_MAP_READONLY
))
1020 if (flags
& WINED3D_MAP_DISCARD
)
1022 /* DISCARD invalidates the entire buffer, regardless of the
1023 * specified offset and size. Some applications also depend on the
1024 * entire buffer being uploaded in that case. Two such
1025 * applications are Port Royale and Darkstar One. */
1026 if (!buffer_add_dirty_area(buffer
, 0, 0))
1027 return E_OUTOFMEMORY
;
1031 if (!buffer_add_dirty_area(buffer
, offset
, size
))
1032 return E_OUTOFMEMORY
;
1036 count
= ++buffer
->resource
.map_count
;
1038 if (buffer
->buffer_object
)
1040 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1044 struct wined3d_device
*device
= buffer
->resource
.device
;
1045 struct wined3d_context
*context
;
1046 const struct wined3d_gl_info
*gl_info
;
1048 context
= context_acquire(device
, NULL
);
1049 gl_info
= context
->gl_info
;
1053 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1054 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1055 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1057 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1059 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1060 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
1061 0, buffer
->resource
.size
, mapflags
));
1062 checkGLcall("glMapBufferRange");
1066 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1069 buffer_sync_apple(buffer
, flags
, gl_info
);
1072 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1073 GL_READ_WRITE_ARB
));
1074 checkGLcall("glMapBufferARB");
1078 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1080 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1083 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1084 checkGLcall("glUnmapBufferARB");
1086 buffer
->resource
.allocatedMemory
= NULL
;
1088 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1090 /* The extra copy is more expensive than not using VBOs at
1091 * all on the Nvidia Linux driver, which is the only driver
1092 * that returns unaligned pointers
1094 TRACE("Dynamic buffer, dropping VBO\n");
1095 buffer_unload(&buffer
->resource
);
1096 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1097 if (buffer
->resource
.bind_count
)
1098 device_invalidate_state(device
, STATE_STREAMSRC
);
1102 TRACE("Falling back to doublebuffered operation\n");
1103 buffer_get_sysmem(buffer
, gl_info
);
1105 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1107 context_release(context
);
1114 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3D_MAP_NOOVERWRITE
))
1116 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1119 else if(flags
& WINED3D_MAP_NOOVERWRITE
)
1121 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1124 if (flags
& WINED3D_MAP_DISCARD
)
1126 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1131 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1133 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1134 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1139 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1143 TRACE("buffer %p.\n", buffer
);
1145 /* In the case that the number of Unmap calls > the
1146 * number of Map calls, d3d returns always D3D_OK.
1147 * This is also needed to prevent Map from returning garbage on
1148 * the next call (this will happen if the lock_count is < 0). */
1149 if (!buffer
->resource
.map_count
)
1151 WARN("Unmap called without a previous map call.\n");
1155 if (--buffer
->resource
.map_count
)
1157 /* Delay loading the buffer until everything is unlocked */
1158 TRACE("Ignoring unmap.\n");
1162 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1164 struct wined3d_device
*device
= buffer
->resource
.device
;
1165 const struct wined3d_gl_info
*gl_info
;
1166 struct wined3d_context
*context
;
1168 context
= context_acquire(device
, NULL
);
1169 gl_info
= context
->gl_info
;
1173 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1174 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1175 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1177 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1179 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1181 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1182 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1183 checkGLcall("glFlushMappedBufferRange");
1186 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1188 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1190 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1191 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1192 checkGLcall("glFlushMappedBufferRangeAPPLE");
1196 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1198 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
1199 context_release(context
);
1201 buffer
->resource
.allocatedMemory
= NULL
;
1202 buffer_clear_dirty_areas(buffer
);
1204 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1206 wined3d_buffer_preload(buffer
);
1210 static const struct wined3d_resource_ops buffer_resource_ops
=
1215 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1216 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1217 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1219 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1220 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1222 BOOL dynamic_buffer_ok
;
1226 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1227 return WINED3DERR_INVALIDCALL
;
1230 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1231 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1232 parent
, parent_ops
, &buffer_resource_ops
);
1235 WARN("Failed to initialize resource, hr %#x\n", hr
);
1238 buffer
->buffer_type_hint
= bind_hint
;
1240 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1241 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1243 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1245 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1246 * drawStridedFast (half-life 2 and others).
1248 * Basically converting the vertices in the buffer is quite expensive, and observations
1249 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1250 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1252 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1254 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1256 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1258 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1260 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1262 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1266 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1273 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1276 ERR("Failed to map buffer, hr %#x\n", hr
);
1277 buffer_unload(&buffer
->resource
);
1278 resource_cleanup(&buffer
->resource
);
1282 memcpy(ptr
, data
, size
);
1284 wined3d_buffer_unmap(buffer
);
1287 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1290 ERR("Out of memory\n");
1291 buffer_unload(&buffer
->resource
);
1292 resource_cleanup(&buffer
->resource
);
1293 return E_OUTOFMEMORY
;
1295 buffer
->maps_size
= 1;
1300 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1301 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1303 struct wined3d_buffer
*object
;
1306 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1308 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1311 ERR("Failed to allocate memory\n");
1312 return E_OUTOFMEMORY
;
1315 FIXME("Ignoring access flags (pool)\n");
1317 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1318 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1321 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1322 HeapFree(GetProcessHeap(), 0, object
);
1325 object
->desc
= *desc
;
1327 TRACE("Created buffer %p.\n", object
);
1334 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1335 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1337 struct wined3d_buffer
*object
;
1340 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1341 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1343 if (pool
== WINED3D_POOL_SCRATCH
)
1345 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1346 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1347 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1349 return WINED3DERR_INVALIDCALL
;
1352 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1355 ERR("Out of memory\n");
1357 return WINED3DERR_OUTOFVIDEOMEMORY
;
1360 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1361 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1364 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1365 HeapFree(GetProcessHeap(), 0, object
);
1369 TRACE("Created buffer %p.\n", object
);
1375 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1376 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1378 struct wined3d_buffer
*object
;
1381 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1382 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1384 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1387 ERR("Out of memory\n");
1389 return WINED3DERR_OUTOFVIDEOMEMORY
;
1392 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1393 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1394 parent
, parent_ops
);
1397 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1398 HeapFree(GetProcessHeap(), 0, object
);
1402 TRACE("Created buffer %p.\n", object
);