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 wined3d_buffer %p with 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 * The vertex declaration from the device determines how the data in the
136 * buffer is interpreted. This means that on each draw call the buffer has
137 * to be verified to check if the rhw and color values are in the correct
140 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
141 error
= glGetError();
142 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
144 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
149 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
150 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
151 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
152 error
= glGetError();
153 if (error
!= GL_NO_ERROR
)
155 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
160 /* Don't use static, because dx apps tend to update the buffer
161 * quite often even if they specify 0 usage.
163 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
165 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
166 gl_usage
= GL_STREAM_DRAW_ARB
;
168 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
170 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
171 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
172 This
->flags
|= WINED3D_BUFFER_FLUSH
;
174 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
175 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
176 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
178 /* No setup is needed here for GL_ARB_map_buffer_range */
182 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
183 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
186 /* Reserve memory for the buffer. The amount of data won't change
187 * so we are safe with calling glBufferData once and
188 * calling glBufferSubData on updates. Upload the actual data in case
189 * we're not double buffering, so we can release the heap mem afterwards
191 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
192 error
= glGetError();
194 if (error
!= GL_NO_ERROR
)
196 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
200 This
->buffer_object_size
= This
->resource
.size
;
201 This
->buffer_object_usage
= gl_usage
;
203 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
205 if(!buffer_add_dirty_area(This
, 0, 0))
207 ERR("buffer_add_dirty_area failed, this is not expected\n");
213 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
214 This
->resource
.allocatedMemory
= NULL
;
215 This
->resource
.heapMemory
= NULL
;
221 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
222 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
223 delete_gl_buffer(This
, gl_info
);
224 buffer_clear_dirty_areas(This
);
227 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
228 const enum wined3d_buffer_conversion_type conversion_type
,
229 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
236 /* Check for some valid situations which cause us pain. One is if the buffer is used for
237 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
238 * with different strides. In the 2nd case we might have to drop conversion entirely,
239 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
243 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
244 debug_d3dformat(attrib
->format
->id
));
246 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
248 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
252 *stride_this_run
= attrib
->stride
;
253 if (This
->stride
!= *stride_this_run
)
255 /* We rely that this happens only on the first converted attribute that is found,
256 * if at all. See above check
258 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
259 This
->stride
= *stride_this_run
;
260 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
261 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
262 sizeof(*This
->conversion_map
) * This
->stride
);
267 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
268 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
269 for (i
= 0; i
< attrib_size
; ++i
)
271 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
272 if (This
->conversion_map
[idx
] != conversion_type
)
274 TRACE("Byte %ld in vertex changed\n", idx
);
275 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
277 This
->conversion_map
[idx
] = conversion_type
;
284 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
285 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
286 DWORD
*stride_this_run
)
288 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
289 enum wined3d_format_id format
;
292 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
293 * there, on nonexistent attribs the vbo is 0.
295 if (!(si
->use_map
& (1 << attrib_idx
))
296 || attrib
->data
.buffer_object
!= This
->buffer_object
)
299 format
= attrib
->format
->id
;
300 /* Look for newly appeared conversion */
301 if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
303 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
305 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
307 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
309 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
311 else if (This
->conversion_map
)
313 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
319 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
321 struct wined3d_device
*device
= This
->resource
.device
;
322 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
323 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
324 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
325 UINT stride_this_run
= 0;
327 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
329 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
330 * Once we have our declaration there is no need to look it up again. Index buffers also never need
331 * conversion, so once the (empty) conversion structure is created don't bother checking again
333 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
335 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
340 TRACE("Vertex shaders used, no VBO conversion is needed\n");
341 if(This
->conversion_map
)
343 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
344 This
->conversion_map
= NULL
;
352 TRACE("Finding vertex buffer conversion information\n");
353 /* Certain declaration types need some fixups before we can pass them to
354 * opengl. This means D3DCOLOR attributes with fixed function vertex
355 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
356 * GL_ARB_half_float_vertex is not supported.
358 * Note for d3d8 and d3d9:
359 * The vertex buffer FVF doesn't help with finding them, we have to use
360 * the decoded vertex declaration and pick the things that concern the
361 * current buffer. A problem with this is that this can change between
362 * draws, so we have to validate the information and reprocess the buffer
363 * if it changes, and avoid false positives for performance reasons.
364 * WineD3D doesn't even know the vertex buffer any more, it is managed
365 * by the client libraries and passed to SetStreamSource and ProcessVertices
368 * We have to distinguish between vertex shaders and fixed function to
369 * pick the way we access the strided vertex information.
371 * This code sets up a per-byte array with the size of the detected
372 * stride of the arrays in the buffer. For each byte we have a field
373 * that marks the conversion needed on this byte. For example, the
374 * following declaration with fixed function vertex processing:
382 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
383 * [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]
385 * Where in this example map P means 4 component position conversion, 0
386 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
387 * conversion (red / blue swizzle).
389 * If we're doing conversion and the stride changes we have to reconvert
390 * the whole buffer. Note that we do not mind if the semantic changes,
391 * we only care for the conversion type. So if the NORMAL is replaced
392 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
393 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
394 * conversion types depend on the semantic as well, for example a FLOAT4
395 * texcoord needs no conversion while a FLOAT4 positiont needs one
398 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
399 TRUE
, TRUE
, FALSE
, &stride_this_run
) || ret
;
400 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
401 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
402 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
403 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
404 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
405 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
406 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
407 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
408 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
409 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
410 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
411 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
412 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
413 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
414 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
415 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
416 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
417 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
418 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
419 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
420 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
421 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
423 if (!stride_this_run
&& This
->conversion_map
)
426 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
427 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
428 This
->conversion_map
= NULL
;
432 if (ret
) TRACE("Conversion information changed\n");
437 static inline void fixup_d3dcolor(DWORD
*dst_color
)
439 DWORD src_color
= *dst_color
;
441 /* Color conversion like in drawStridedSlow. watch out for little endianity
442 * If we want that stuff to work on big endian machines too we have to consider more things
444 * 0xff000000: Alpha mask
445 * 0x00ff0000: Blue mask
446 * 0x0000ff00: Green mask
447 * 0x000000ff: Red mask
450 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
451 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
452 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
455 static inline void fixup_transformed_pos(float *p
)
457 /* rhw conversion like in position_float4(). */
458 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
460 float w
= 1.0f
/ p
[3];
468 /* Context activation is done by the caller. */
469 void buffer_get_memory(struct wined3d_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
,
470 struct wined3d_bo_address
*data
)
472 data
->buffer_object
= buffer
->buffer_object
;
473 if (!buffer
->buffer_object
)
475 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
477 buffer_create_buffer_object(buffer
, gl_info
);
478 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
479 if (buffer
->buffer_object
)
481 data
->buffer_object
= buffer
->buffer_object
;
486 data
->addr
= buffer
->resource
.allocatedMemory
;
494 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
496 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
498 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
503 /* Context activation is done by the caller. */
504 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
506 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
507 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
509 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
510 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
512 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
513 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
516 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
517 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
519 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
521 return This
->resource
.allocatedMemory
;
524 /* Do not call while under the GL lock. */
525 static void buffer_unload(struct wined3d_resource
*resource
)
527 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
529 TRACE("buffer %p.\n", buffer
);
531 if (buffer
->buffer_object
)
533 struct wined3d_device
*device
= resource
->device
;
534 struct wined3d_context
*context
;
536 context
= context_acquire(device
, NULL
);
538 /* Download the buffer, but don't permanently enable double buffering */
539 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
541 buffer_get_sysmem(buffer
, context
->gl_info
);
542 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
545 delete_gl_buffer(buffer
, context
->gl_info
);
546 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
547 buffer_clear_dirty_areas(buffer
);
549 context_release(context
);
551 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
552 buffer
->conversion_map
= NULL
;
554 buffer
->conversion_stride
= 0;
555 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
558 resource_unload(resource
);
561 /* Do not call while under the GL lock. */
562 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
564 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
566 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
570 buffer_unload(&buffer
->resource
);
571 resource_cleanup(&buffer
->resource
);
572 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
573 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
574 HeapFree(GetProcessHeap(), 0, buffer
);
580 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
582 TRACE("buffer %p.\n", buffer
);
584 return buffer
->resource
.parent
;
587 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
589 return resource_set_priority(&buffer
->resource
, priority
);
592 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
594 return resource_get_priority(&buffer
->resource
);
597 /* The caller provides a context and binds the buffer */
598 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
600 enum wined3d_event_query_result ret
;
602 /* No fencing needs to be done if the app promises not to overwrite
604 if(flags
& WINED3DLOCK_NOOVERWRITE
) return;
605 if(flags
& WINED3DLOCK_DISCARD
)
608 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
609 checkGLcall("glBufferDataARB\n");
616 TRACE("Creating event query for buffer %p\n", This
);
618 if (!wined3d_event_query_supported(gl_info
))
620 FIXME("Event queries not supported, dropping async buffer locks.\n");
624 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
627 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
631 /* Since we don't know about old draws a glFinish is needed once */
635 TRACE("Synchronizing buffer %p\n", This
);
636 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
639 case WINED3D_EVENT_QUERY_NOT_STARTED
:
640 case WINED3D_EVENT_QUERY_OK
:
644 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
645 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
649 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
656 wined3d_event_query_destroy(This
->query
);
662 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
663 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
665 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
668 /* The caller provides a GL context */
669 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
672 UINT start
= 0, len
= 0;
676 /* This potentially invalidates the element array buffer binding, but the
677 * caller always takes care of this. */
678 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
679 checkGLcall("glBindBufferARB");
680 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
683 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
684 if (flags
& WINED3D_BUFFER_DISCARD
)
685 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
686 if (flags
& WINED3D_BUFFER_NOSYNC
)
687 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
688 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
689 This
->resource
.size
, mapflags
));
690 checkGLcall("glMapBufferRange");
694 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
697 if (flags
& WINED3D_BUFFER_DISCARD
) syncflags
|= WINED3DLOCK_DISCARD
;
698 if (flags
& WINED3D_BUFFER_NOSYNC
) syncflags
|= WINED3DLOCK_NOOVERWRITE
;
700 buffer_sync_apple(This
, syncflags
, gl_info
);
703 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
704 checkGLcall("glMapBufferARB");
709 ERR("Failed to map opengl buffer\n");
713 while (This
->modified_areas
)
715 This
->modified_areas
--;
716 start
= This
->maps
[This
->modified_areas
].offset
;
717 len
= This
->maps
[This
->modified_areas
].size
;
719 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
721 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
723 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
724 checkGLcall("glFlushMappedBufferRange");
726 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
728 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
729 checkGLcall("glFlushMappedBufferRangeAPPLE");
732 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
733 checkGLcall("glUnmapBufferARB");
738 /* Do not call while under the GL lock. */
739 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
741 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
742 struct wined3d_device
*device
= buffer
->resource
.device
;
743 UINT start
= 0, end
= 0, len
= 0, vertices
;
744 const struct wined3d_gl_info
*gl_info
;
745 struct wined3d_context
*context
;
746 BOOL decl_changed
= FALSE
;
750 TRACE("buffer %p.\n", buffer
);
752 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
754 if (!buffer
->buffer_object
)
756 /* TODO: Make converting independent from VBOs */
757 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
759 context
= context_acquire(device
, NULL
);
760 buffer_create_buffer_object(buffer
, context
->gl_info
);
761 context_release(context
);
762 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
766 /* Not doing any conversion */
771 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
772 if (device
->isInDraw
&& buffer
->bind_count
> 0)
774 decl_changed
= buffer_find_decl(buffer
);
775 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
778 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
780 ++buffer
->draw_count
;
781 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
782 buffer
->decl_change_count
= 0;
783 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
784 buffer
->full_conversion_count
= 0;
788 /* If applications change the declaration over and over, reconverting all the time is a huge
789 * performance hit. So count the declaration changes and release the VBO if there are too many
790 * of them (and thus stop converting)
794 ++buffer
->decl_change_count
;
795 buffer
->draw_count
= 0;
797 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
798 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
800 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
802 buffer_unload(&buffer
->resource
);
803 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
805 /* The stream source state handler might have read the memory of
806 * the vertex buffer already and got the memory in the vbo which
807 * is not valid any longer. Dirtify the stream source to force a
808 * reload. This happens only once per changed vertexbuffer and
809 * should occur rather rarely. */
810 device_invalidate_state(device
, STATE_STREAMSRC
);
814 /* The declaration changed, reload the whole buffer */
815 WARN("Reloading buffer because of decl change\n");
816 buffer_clear_dirty_areas(buffer
);
817 if (!buffer_add_dirty_area(buffer
, 0, 0))
819 ERR("buffer_add_dirty_area failed, this is not expected\n");
822 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
823 * cleared for unsynchronized updates
829 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
830 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
831 * decl changes and reset the decl change count after a specific number of them
833 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
835 ++buffer
->full_conversion_count
;
836 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
838 FIXME("Too many full buffer conversions, stopping converting.\n");
839 buffer_unload(&buffer
->resource
);
840 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
841 if (buffer
->bind_count
)
842 device_invalidate_state(device
, STATE_STREAMSRC
);
848 ++buffer
->draw_count
;
849 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
850 buffer
->decl_change_count
= 0;
851 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
852 buffer
->full_conversion_count
= 0;
856 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
857 device_invalidate_state(device
, STATE_INDEXBUFFER
);
859 if (!buffer
->conversion_map
)
861 /* That means that there is nothing to fixup. Just upload from
862 * buffer->resource.allocatedMemory directly into the vbo. Do not
863 * free the system memory copy because drawPrimitive may need it if
864 * the stride is 0, for instancing emulation, vertex blending
865 * emulation or shader emulation. */
866 TRACE("No conversion needed.\n");
868 /* Nothing to do because we locked directly into the vbo */
869 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
874 context
= context_acquire(device
, NULL
);
875 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
877 context_release(context
);
881 context
= context_acquire(device
, NULL
);
882 gl_info
= context
->gl_info
;
884 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
886 buffer_get_sysmem(buffer
, gl_info
);
889 /* Now for each vertex in the buffer that needs conversion */
890 vertices
= buffer
->resource
.size
/ buffer
->stride
;
892 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
894 while(buffer
->modified_areas
)
896 buffer
->modified_areas
--;
897 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
898 len
= buffer
->maps
[buffer
->modified_areas
].size
;
901 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
902 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
904 for (j
= 0; j
< buffer
->stride
; ++j
)
906 switch (buffer
->conversion_map
[j
])
913 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
918 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
922 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
928 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
929 checkGLcall("glBindBufferARB");
930 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
931 checkGLcall("glBufferSubDataARB");
935 HeapFree(GetProcessHeap(), 0, data
);
936 context_release(context
);
939 static DWORD
buffer_sanitize_flags(struct wined3d_buffer
*buffer
, DWORD flags
)
941 /* Not all flags make sense together, but Windows never returns an error. Catch the
942 * cases that could cause issues */
943 if(flags
& WINED3DLOCK_READONLY
)
945 if(flags
& WINED3DLOCK_DISCARD
)
947 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
950 if(flags
& WINED3DLOCK_NOOVERWRITE
)
952 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
956 else if((flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)) == (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
958 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
961 else if (flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
) && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
963 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
970 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
974 if (!(d3d_flags
& WINED3DLOCK_READONLY
))
975 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
976 if (!(d3d_flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)))
977 ret
|= GL_MAP_READ_BIT
;
979 if (d3d_flags
& WINED3DLOCK_DISCARD
)
980 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
981 if (d3d_flags
& WINED3DLOCK_NOOVERWRITE
)
982 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
987 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
989 TRACE("buffer %p.\n", buffer
);
991 return &buffer
->resource
;
994 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
996 BOOL dirty
= buffer_is_dirty(buffer
);
999 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
1001 flags
= buffer_sanitize_flags(buffer
, flags
);
1002 if (!(flags
& WINED3DLOCK_READONLY
))
1004 if (!buffer_add_dirty_area(buffer
, offset
, size
)) return E_OUTOFMEMORY
;
1007 count
= InterlockedIncrement(&buffer
->lock_count
);
1009 if (buffer
->buffer_object
)
1011 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1015 struct wined3d_device
*device
= buffer
->resource
.device
;
1016 struct wined3d_context
*context
;
1017 const struct wined3d_gl_info
*gl_info
;
1019 context
= context_acquire(device
, NULL
);
1020 gl_info
= context
->gl_info
;
1024 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1025 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1026 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1028 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1030 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1031 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
1032 0, buffer
->resource
.size
, mapflags
));
1033 checkGLcall("glMapBufferRange");
1037 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1040 buffer_sync_apple(buffer
, flags
, gl_info
);
1043 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1044 GL_READ_WRITE_ARB
));
1045 checkGLcall("glMapBufferARB");
1049 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1051 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1054 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1055 checkGLcall("glUnmapBufferARB");
1057 buffer
->resource
.allocatedMemory
= NULL
;
1059 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1061 /* The extra copy is more expensive than not using VBOs at
1062 * all on the Nvidia Linux driver, which is the only driver
1063 * that returns unaligned pointers
1065 TRACE("Dynamic buffer, dropping VBO\n");
1066 buffer_unload(&buffer
->resource
);
1067 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1068 if (buffer
->bind_count
)
1069 device_invalidate_state(device
, STATE_STREAMSRC
);
1073 TRACE("Falling back to doublebuffered operation\n");
1074 buffer_get_sysmem(buffer
, gl_info
);
1076 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1078 context_release(context
);
1085 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3DLOCK_NOOVERWRITE
))
1087 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1090 else if(flags
& WINED3DLOCK_NOOVERWRITE
)
1092 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1095 if (flags
& WINED3DLOCK_DISCARD
)
1097 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1102 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1104 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1105 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1110 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1114 TRACE("buffer %p.\n", buffer
);
1116 /* In the case that the number of Unmap calls > the
1117 * number of Map calls, d3d returns always D3D_OK.
1118 * This is also needed to prevent Map from returning garbage on
1119 * the next call (this will happen if the lock_count is < 0). */
1120 if (!buffer
->lock_count
)
1122 WARN("Unmap called without a previous map call.\n");
1126 if (InterlockedDecrement(&buffer
->lock_count
))
1128 /* Delay loading the buffer until everything is unlocked */
1129 TRACE("Ignoring unmap.\n");
1133 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1135 struct wined3d_device
*device
= buffer
->resource
.device
;
1136 const struct wined3d_gl_info
*gl_info
;
1137 struct wined3d_context
*context
;
1139 context
= context_acquire(device
, NULL
);
1140 gl_info
= context
->gl_info
;
1144 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1145 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1146 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1148 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1150 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1152 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1153 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1154 checkGLcall("glFlushMappedBufferRange");
1157 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1159 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1161 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1162 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1163 checkGLcall("glFlushMappedBufferRangeAPPLE");
1167 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1169 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
1170 context_release(context
);
1172 buffer
->resource
.allocatedMemory
= NULL
;
1173 buffer_clear_dirty_areas(buffer
);
1175 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1177 wined3d_buffer_preload(buffer
);
1181 static const struct wined3d_resource_ops buffer_resource_ops
=
1186 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1187 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, WINED3DPOOL pool
, GLenum bind_hint
,
1188 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1190 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1191 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1193 BOOL dynamic_buffer_ok
;
1197 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1198 return WINED3DERR_INVALIDCALL
;
1201 hr
= resource_init(&buffer
->resource
, device
, WINED3DRTYPE_BUFFER
, format
,
1202 WINED3DMULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1203 parent
, parent_ops
, &buffer_resource_ops
);
1206 WARN("Failed to initialize resource, hr %#x\n", hr
);
1209 buffer
->buffer_type_hint
= bind_hint
;
1211 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1212 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1214 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1216 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1217 * drawStridedFast (half-life 2 and others).
1219 * Basically converting the vertices in the buffer is quite expensive, and observations
1220 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1221 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1223 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1225 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1227 else if(buffer
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
1229 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1231 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1233 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1237 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1244 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1247 ERR("Failed to map buffer, hr %#x\n", hr
);
1248 buffer_unload(&buffer
->resource
);
1249 resource_cleanup(&buffer
->resource
);
1253 memcpy(ptr
, data
, size
);
1255 wined3d_buffer_unmap(buffer
);
1258 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1261 ERR("Out of memory\n");
1262 buffer_unload(&buffer
->resource
);
1263 resource_cleanup(&buffer
->resource
);
1264 return E_OUTOFMEMORY
;
1266 buffer
->maps_size
= 1;
1271 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1272 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1274 struct wined3d_buffer
*object
;
1277 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1279 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1282 ERR("Failed to allocate memory\n");
1283 return E_OUTOFMEMORY
;
1286 FIXME("Ignoring access flags (pool)\n");
1288 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1289 WINED3DPOOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1292 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1293 HeapFree(GetProcessHeap(), 0, object
);
1296 object
->desc
= *desc
;
1298 TRACE("Created buffer %p.\n", object
);
1305 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, WINED3DPOOL pool
,
1306 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1308 struct wined3d_buffer
*object
;
1311 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1312 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1314 if (pool
== WINED3DPOOL_SCRATCH
)
1316 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1317 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1318 WARN("Vertex buffer in WINED3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1320 return WINED3DERR_INVALIDCALL
;
1323 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1326 ERR("Out of memory\n");
1328 return WINED3DERR_OUTOFVIDEOMEMORY
;
1331 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1332 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1335 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1336 HeapFree(GetProcessHeap(), 0, object
);
1340 TRACE("Created buffer %p.\n", object
);
1346 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, WINED3DPOOL pool
,
1347 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1349 struct wined3d_buffer
*object
;
1352 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1353 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1355 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1358 ERR("Out of memory\n");
1360 return WINED3DERR_OUTOFVIDEOMEMORY
;
1363 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1364 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1365 parent
, parent_ops
);
1368 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1369 HeapFree(GetProcessHeap(), 0, object
);
1373 TRACE("Created buffer %p.\n", object
);