reactos/dll/directx/wine/wined3d/buffer.c
Joachim Henze 81cffd7658 [D3D8][D3D9][DDRAW][D3DCOMPILER_43][WINED3D] Revert to Wine Staging 3.3
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652

This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D
to WineStaging 3.3.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.
Amine Khaldi agreed to perform this revert also for master now.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

squashed commit of 0.4.13-RC-2-g
67dd70e5ef
and 0.4.13-RC-3-g
9f1e2cd172
2019-10-03 18:38:29 +02:00

1464 lines
52 KiB
C

/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
#define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
#define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
#define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
#define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
#define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
#define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
{
if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
{
TRACE("Not evicting system memory for buffer %p.\n", buffer);
return;
}
TRACE("Evicting system memory for buffer %p.\n", buffer);
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
wined3d_resource_free_sysmem(&buffer->resource);
}
static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
{
if (!offset && (!size || size == buffer->resource.size))
goto invalidate_all;
if (offset > buffer->resource.size || size > buffer->resource.size - offset)
{
WARN("Invalid range specified, invalidating entire buffer.\n");
goto invalidate_all;
}
if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
buffer->modified_areas + 1, sizeof(*buffer->maps)))
{
ERR("Failed to allocate maps array, invalidating entire buffer.\n");
goto invalidate_all;
}
buffer->maps[buffer->modified_areas].offset = offset;
buffer->maps[buffer->modified_areas].size = size;
++buffer->modified_areas;
return;
invalidate_all:
buffer->modified_areas = 1;
buffer->maps[0].offset = 0;
buffer->maps[0].size = buffer->resource.size;
}
static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
{
This->modified_areas = 0;
}
static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
{
return !!buffer->modified_areas;
}
static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
{
return buffer->modified_areas == 1
&& !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
}
static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
{
TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
if (location & WINED3D_LOCATION_BUFFER)
buffer_clear_dirty_areas(buffer);
buffer->locations |= location;
TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
}
static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
unsigned int offset, unsigned int size)
{
TRACE("buffer %p, location %s, offset %u, size %u.\n",
buffer, wined3d_debug_location(location), offset, size);
if (location & WINED3D_LOCATION_BUFFER)
buffer_invalidate_bo_range(buffer, offset, size);
buffer->locations &= ~location;
TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
if (!buffer->locations)
ERR("Buffer %p does not have any up to date location.\n", buffer);
}
void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
{
wined3d_buffer_invalidate_range(buffer, location, 0, 0);
}
/* Context activation is done by the caller. */
static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
}
/* Context activation is done by the caller. */
static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *resource = &buffer->resource;
if (!buffer->buffer_object)
return;
/* The stream source state handler might have read the memory of the
* vertex buffer already and got the memory in the vbo which is not
* valid any longer. Dirtify the stream source to force a reload. This
* happens only once per changed vertexbuffer and should occur rather
* rarely. */
if (resource->bind_count)
{
if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
device_invalidate_state(resource->device, STATE_STREAMSRC);
if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
device_invalidate_state(resource->device, STATE_INDEXBUFFER);
if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
{
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
}
if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
{
device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
if (context->transform_feedback_active)
{
/* We have to make sure that transform feedback is not active
* when deleting a potentially bound transform feedback buffer.
* This may happen when the device is being destroyed. */
WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer);
context_end_transform_feedback(context);
}
}
}
GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
checkGLcall("glDeleteBuffers");
buffer->buffer_object = 0;
if (buffer->fence)
{
wined3d_fence_destroy(buffer->fence);
buffer->fence = NULL;
}
buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
}
/* Context activation is done by the caller. */
static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum gl_usage = GL_STATIC_DRAW;
GLenum error;
TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
buffer, debug_d3dusage(buffer->resource.usage));
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-VBO operation
* with full functionality(but performance loss).
*/
while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
* The vertex declaration from the device determines how the data in the
* buffer is interpreted. This means that on each draw call the buffer has
* to be verified to check if the rhw and color values are in the correct
* format. */
GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
error = gl_info->gl_ops.gl.p_glGetError();
if (!buffer->buffer_object || error != GL_NO_ERROR)
{
ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
}
buffer_bind(buffer, context);
error = gl_info->gl_ops.gl.p_glGetError();
if (error != GL_NO_ERROR)
{
ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
}
if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
{
TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
gl_usage = GL_STREAM_DRAW_ARB;
if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
{
GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
checkGLcall("glBufferParameteriAPPLE");
buffer->flags |= WINED3D_BUFFER_APPLESYNC;
}
/* No setup is needed here for GL_ARB_map_buffer_range. */
}
GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage));
error = gl_info->gl_ops.gl.p_glGetError();
if (error != GL_NO_ERROR)
{
ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
}
buffer->buffer_object_usage = gl_usage;
buffer_invalidate_bo_range(buffer, 0, 0);
return TRUE;
fail:
/* Clean up all BO init, but continue because we can work without a BO :-) */
ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
buffer->flags &= ~WINED3D_BUFFER_USE_BO;
buffer_destroy_buffer_object(buffer, context);
buffer_clear_dirty_areas(buffer);
return FALSE;
}
static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
const enum wined3d_buffer_conversion_type conversion_type,
const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
{
const struct wined3d_format *format = attrib->format;
BOOL ret = FALSE;
unsigned int i;
DWORD_PTR data;
/* Check for some valid situations which cause us pain. One is if the buffer is used for
* constant attributes(stride = 0), the other one is if the buffer is used on two streams
* with different strides. In the 2nd case we might have to drop conversion entirely,
* it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
*/
if (!attrib->stride)
{
FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
debug_d3dformat(format->id));
}
else if (attrib->stride != *stride_this_run && *stride_this_run)
{
FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
}
else
{
*stride_this_run = attrib->stride;
if (buffer->stride != *stride_this_run)
{
/* We rely that this happens only on the first converted attribute that is found,
* if at all. See above check
*/
TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
buffer->stride = *stride_this_run;
heap_free(buffer->conversion_map);
buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
ret = TRUE;
}
}
data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
for (i = 0; i < format->attribute_size; ++i)
{
DWORD_PTR idx = (data + i) % buffer->stride;
if (buffer->conversion_map[idx] != conversion_type)
{
TRACE("Byte %lu in vertex changed:\n", idx);
TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
ret = TRUE;
buffer->conversion_map[idx] = conversion_type;
}
}
return ret;
}
#define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
#define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
{
const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
enum wined3d_format_id format;
BOOL ret = FALSE;
/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
* there, on nonexistent attribs the vbo is 0.
*/
if (!(si->use_map & (1u << attrib_idx))
|| state->streams[attrib->stream_idx].buffer != This)
return FALSE;
format = attrib->format->id;
/* Look for newly appeared conversion */
if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
{
ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
}
else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
{
if (format != WINED3DFMT_R32G32B32A32_FLOAT)
{
FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
return FALSE;
}
ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
}
else if (This->conversion_map)
{
ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
}
return ret;
}
static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
const struct wined3d_state *state, DWORD fixup_flags)
{
UINT stride_this_run = 0;
BOOL ret = FALSE;
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again. Index buffers also never need
* conversion, so once the (empty) conversion structure is created don't bother checking again
*/
if (This->flags & WINED3D_BUFFER_HASDESC)
{
if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
}
if (!fixup_flags)
{
TRACE("No fixup required.\n");
if(This->conversion_map)
{
heap_free(This->conversion_map);
This->conversion_map = NULL;
This->stride = 0;
return TRUE;
}
return FALSE;
}
TRACE("Finding vertex buffer conversion information\n");
/* Certain declaration types need some fixups before we can pass them to
* opengl. This means D3DCOLOR attributes with fixed function vertex
* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
* GL_ARB_half_float_vertex is not supported.
*
* Note for d3d8 and d3d9:
* The vertex buffer FVF doesn't help with finding them, we have to use
* the decoded vertex declaration and pick the things that concern the
* current buffer. A problem with this is that this can change between
* draws, so we have to validate the information and reprocess the buffer
* if it changes, and avoid false positives for performance reasons.
* WineD3D doesn't even know the vertex buffer any more, it is managed
* by the client libraries and passed to SetStreamSource and ProcessVertices
* as needed.
*
* We have to distinguish between vertex shaders and fixed function to
* pick the way we access the strided vertex information.
*
* This code sets up a per-byte array with the size of the detected
* stride of the arrays in the buffer. For each byte we have a field
* that marks the conversion needed on this byte. For example, the
* following declaration with fixed function vertex processing:
*
* POSITIONT, FLOAT4
* NORMAL, FLOAT3
* DIFFUSE, FLOAT16_4
* SPECULAR, D3DCOLOR
*
* Will result in
* { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
* [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]
*
* Where in this example map P means 4 component position conversion, 0
* means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
* conversion (red / blue swizzle).
*
* If we're doing conversion and the stride changes we have to reconvert
* the whole buffer. Note that we do not mind if the semantic changes,
* we only care for the conversion type. So if the NORMAL is replaced
* with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
* with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
* conversion types depend on the semantic as well, for example a FLOAT4
* texcoord needs no conversion while a FLOAT4 positiont needs one
*/
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
fixup_flags, &stride_this_run) || ret;
fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
fixup_flags, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
fixup_flags, &stride_this_run) || ret;
if (!stride_this_run && This->conversion_map)
{
/* Sanity test */
if (!ret)
ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
heap_free(This->conversion_map);
This->conversion_map = NULL;
This->stride = 0;
}
if (ret) TRACE("Conversion information changed\n");
return ret;
}
static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
{
DWORD src_color = *dst_color;
/* Color conversion like in draw_primitive_immediate_mode(). Watch out for
* endianness. If we want this to work on big-endian machines as well we
* have to consider more things.
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*dst_color = 0;
*dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
*dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
*dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
return sizeof(*dst_color);
}
static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
{
/* rhw conversion like in position_float4(). */
if (p->w != 1.0f && p->w != 0.0f)
{
float w = 1.0f / p->w;
p->x *= w;
p->y *= w;
p->z *= w;
p->w = w;
}
return sizeof(*p);
}
ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
{
ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
TRACE("%p increasing refcount to %u.\n", buffer, refcount);
return refcount;
}
/* Context activation is done by the caller. */
static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_map_range *range;
buffer_bind(buffer, context);
while (range_count--)
{
range = &ranges[range_count];
GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
range->offset, range->size, (BYTE *)data + range->offset - data_offset));
}
checkGLcall("glBufferSubData");
}
static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
unsigned int i, j, range_idx, start, end, vertex_count;
BYTE *data;
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
{
ERR("Failed to load system memory.\n");
return;
}
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
/* Now for each vertex in the buffer that needs conversion. */
vertex_count = buffer->resource.size / buffer->stride;
if (!(data = heap_alloc(buffer->resource.size)))
{
ERR("Out of memory.\n");
return;
}
for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
{
start = buffer->maps[range_idx].offset;
end = start + buffer->maps[range_idx].size;
memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
{
for (j = 0; j < buffer->stride;)
{
switch (buffer->conversion_map[j])
{
case CONV_NONE:
/* Done already */
j += sizeof(DWORD);
break;
case CONV_D3DCOLOR:
j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
break;
case CONV_POSITIONT:
j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
break;
default:
FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
++j;
}
}
}
}
wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps);
heap_free(data);
}
static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
struct wined3d_context *context, DWORD location)
{
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
if (buffer->resource.heap_memory)
return TRUE;
if (!wined3d_resource_allocate_sysmem(&buffer->resource))
{
ERR("Failed to allocate system memory.\n");
return FALSE;
}
return TRUE;
case WINED3D_LOCATION_BUFFER:
if (buffer->buffer_object)
return TRUE;
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
{
WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
return FALSE;
}
return buffer_create_buffer_object(buffer, context);
default:
ERR("Invalid location %s.\n", wined3d_debug_location(location));
return FALSE;
}
}
BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
struct wined3d_context *context, DWORD location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("buffer %p, context %p, location %s.\n",
buffer, context, wined3d_debug_location(location));
if (buffer->locations & location)
{
TRACE("Location (%#x) is already up to date.\n", location);
return TRUE;
}
if (!buffer->locations)
{
ERR("Buffer %p does not have any up to date location.\n", buffer);
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
return wined3d_buffer_load_location(buffer, context, location);
}
TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
if (!wined3d_buffer_prepare_location(buffer, context, location))
return FALSE;
if (buffer->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Buffer previously discarded, nothing to do.\n");
wined3d_buffer_validate_location(buffer, location);
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
return TRUE;
}
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
buffer_bind(buffer, context);
GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
buffer->resource.heap_memory));
checkGLcall("buffer download");
break;
case WINED3D_LOCATION_BUFFER:
if (!buffer->conversion_map)
wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
0, buffer->modified_areas, buffer->maps);
else
buffer_conversion_upload(buffer, context);
break;
default:
ERR("Invalid location %s.\n", wined3d_debug_location(location));
return FALSE;
}
wined3d_buffer_validate_location(buffer, location);
if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
&& !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
wined3d_buffer_evict_sysmem(buffer);
return TRUE;
}
/* Context activation is done by the caller. */
BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
return buffer->resource.heap_memory;
}
DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
struct wined3d_bo_address *data, DWORD locations)
{
TRACE("buffer %p, data %p, locations %s.\n",
buffer, data, wined3d_debug_location(locations));
if (locations & WINED3D_LOCATION_BUFFER)
{
data->buffer_object = buffer->buffer_object;
data->addr = NULL;
return WINED3D_LOCATION_BUFFER;
}
if (locations & WINED3D_LOCATION_SYSMEM)
{
data->buffer_object = 0;
data->addr = buffer->resource.heap_memory;
return WINED3D_LOCATION_SYSMEM;
}
ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
data->buffer_object = 0;
data->addr = NULL;
return 0;
}
static void buffer_unload(struct wined3d_resource *resource)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
TRACE("buffer %p.\n", buffer);
if (buffer->buffer_object)
{
struct wined3d_context *context;
context = context_acquire(resource->device, NULL, 0);
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
buffer_destroy_buffer_object(buffer, context);
buffer_clear_dirty_areas(buffer);
context_release(context);
heap_free(buffer->conversion_map);
buffer->conversion_map = NULL;
buffer->stride = 0;
buffer->conversion_stride = 0;
buffer->flags &= ~WINED3D_BUFFER_HASDESC;
}
resource_unload(resource);
}
static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
{
buffer->flags &= ~WINED3D_BUFFER_USE_BO;
buffer_unload(&buffer->resource);
}
static void wined3d_buffer_destroy_object(void *object)
{
struct wined3d_buffer *buffer = object;
struct wined3d_context *context;
if (buffer->buffer_object)
{
context = context_acquire(buffer->resource.device, NULL, 0);
buffer_destroy_buffer_object(buffer, context);
context_release(context);
heap_free(buffer->conversion_map);
}
heap_free(buffer->maps);
heap_free(buffer);
}
ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
{
ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
if (!refcount)
{
buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
resource_cleanup(&buffer->resource);
wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
}
return refcount;
}
void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
{
TRACE("buffer %p.\n", buffer);
return buffer->resource.parent;
}
/* The caller provides a context and binds the buffer */
static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info)
{
enum wined3d_fence_result ret;
HRESULT hr;
/* No fencing needs to be done if the app promises not to overwrite
* existing data. */
if (flags & WINED3D_MAP_NOOVERWRITE)
return;
if (flags & WINED3D_MAP_DISCARD)
{
GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage));
checkGLcall("glBufferData");
return;
}
if (!buffer->fence)
{
TRACE("Creating fence for buffer %p.\n", buffer);
if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence)))
{
if (hr == WINED3DERR_NOTAVAILABLE)
FIXME("Fences not supported, dropping async buffer locks.\n");
else
ERR("Failed to create fence, hr %#x.\n", hr);
goto drop_fence;
}
/* Since we don't know about old draws a glFinish is needed once */
gl_info->gl_ops.gl.p_glFinish();
return;
}
TRACE("Synchronizing buffer %p.\n", buffer);
ret = wined3d_fence_wait(buffer->fence, buffer->resource.device);
switch (ret)
{
case WINED3D_FENCE_NOT_STARTED:
case WINED3D_FENCE_OK:
/* All done */
return;
case WINED3D_FENCE_WRONG_THREAD:
WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
goto drop_fence;
default:
ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
goto drop_fence;
}
drop_fence:
if (buffer->fence)
{
wined3d_fence_destroy(buffer->fence);
buffer->fence = NULL;
}
gl_info->gl_ops.gl.p_glFinish();
GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
}
static void buffer_mark_used(struct wined3d_buffer *buffer)
{
buffer->flags &= ~WINED3D_BUFFER_DISCARD;
}
/* Context activation is done by the caller. */
void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL decl_changed = FALSE;
TRACE("buffer %p.\n", buffer);
if (buffer->resource.map_count)
{
WARN("Buffer is mapped, skipping preload.\n");
return;
}
buffer_mark_used(buffer);
/* TODO: Make converting independent from VBOs */
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
{
/* Not doing any conversion */
return;
}
if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
{
ERR("Failed to prepare buffer location.\n");
return;
}
/* Reading the declaration makes only sense if we have valid state information
* (i.e., if this function is called during draws). */
if (state)
{
DWORD fixup_flags = 0;
if (!use_vs(state))
{
if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
if (!context->d3d_info->xyzrhw)
fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
}
decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
buffer->flags |= WINED3D_BUFFER_HASDESC;
}
if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
{
++buffer->draw_count;
if (buffer->draw_count > VB_RESETDECLCHANGE)
buffer->decl_change_count = 0;
if (buffer->draw_count > VB_RESETFULLCONVS)
buffer->full_conversion_count = 0;
return;
}
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too many
* of them (and thus stop converting)
*/
if (decl_changed)
{
++buffer->decl_change_count;
buffer->draw_count = 0;
if (buffer->decl_change_count > VB_MAXDECLCHANGES
|| (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
{
FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
wined3d_buffer_drop_bo(buffer);
return;
}
/* The declaration changed, reload the whole buffer. */
WARN("Reloading buffer because of a vertex declaration change.\n");
buffer_invalidate_bo_range(buffer, 0, 0);
}
else
{
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
* decl changes and reset the decl change count after a specific number of them
*/
if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
{
++buffer->full_conversion_count;
if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
{
FIXME("Too many full buffer conversions, stopping converting.\n");
wined3d_buffer_drop_bo(buffer);
return;
}
}
else
{
++buffer->draw_count;
if (buffer->draw_count > VB_RESETDECLCHANGE)
buffer->decl_change_count = 0;
if (buffer->draw_count > VB_RESETFULLCONVS)
buffer->full_conversion_count = 0;
}
}
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
ERR("Failed to load buffer location.\n");
}
struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
{
TRACE("buffer %p.\n", buffer);
return &buffer->resource;
}
static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
{
struct wined3d_device *device = buffer->resource.device;
struct wined3d_context *context;
LONG count;
BYTE *base;
TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
count = ++buffer->resource.map_count;
if (buffer->buffer_object)
{
unsigned int dirty_offset = offset, dirty_size = size;
/* DISCARD invalidates the entire buffer, regardless of the specified
* offset and size. Some applications also depend on the entire buffer
* being uploaded in that case. Two such applications are Port Royale
* and Darkstar One. */
if (flags & WINED3D_MAP_DISCARD)
{
dirty_offset = 0;
dirty_size = 0;
}
if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
|| (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
|| buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
{
if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
{
context = context_acquire(device, NULL, 0);
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
context_release(context);
}
if (flags & WINED3D_MAP_WRITE)
wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
}
else
{
const struct wined3d_gl_info *gl_info;
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
if (flags & WINED3D_MAP_DISCARD)
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
else
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
if (flags & WINED3D_MAP_WRITE)
buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
wined3d_buffer_evict_sysmem(buffer);
if (count == 1)
{
buffer_bind(buffer, context);
/* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
* multitexture fill rate test seems to depend on this. When
* we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
* driver is free to discard the previous contents of the
* buffer. The r600g driver only does this when the buffer is
* currently in use, while the proprietary NVIDIA driver
* appears to do this unconditionally. */
if (buffer->flags & WINED3D_BUFFER_DISCARD)
flags &= ~WINED3D_MAP_DISCARD;
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
0, buffer->resource.size, mapflags));
checkGLcall("glMapBufferRange");
}
else
{
if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
buffer_sync_apple(buffer, flags, gl_info);
buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
GL_READ_WRITE));
checkGLcall("glMapBuffer");
}
if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
{
WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
checkGLcall("glUnmapBuffer");
buffer->map_ptr = NULL;
if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
{
/* The extra copy is more expensive than not using VBOs at
* all on the Nvidia Linux driver, which is the only driver
* that returns unaligned pointers.
*/
TRACE("Dynamic buffer, dropping VBO.\n");
wined3d_buffer_drop_bo(buffer);
}
else
{
TRACE("Falling back to doublebuffered operation.\n");
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
}
TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
}
}
context_release(context);
}
if (flags & WINED3D_MAP_DISCARD)
buffer->flags |= WINED3D_BUFFER_DISCARD;
}
base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
*data = base + offset;
TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
/* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
{
ULONG i;
TRACE("buffer %p.\n", buffer);
/* In the case that the number of Unmap calls > the
* number of Map calls, d3d returns always D3D_OK.
* This is also needed to prevent Map from returning garbage on
* the next call (this will happen if the lock_count is < 0). */
if (!buffer->resource.map_count)
{
WARN("Unmap called without a previous map call.\n");
return;
}
if (--buffer->resource.map_count)
{
/* Delay loading the buffer until everything is unlocked */
TRACE("Ignoring unmap.\n");
return;
}
if (buffer->map_ptr)
{
struct wined3d_device *device = buffer->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
buffer_bind(buffer, context);
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
for (i = 0; i < buffer->modified_areas; ++i)
{
GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
buffer->maps[i].offset, buffer->maps[i].size));
checkGLcall("glFlushMappedBufferRange");
}
}
else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
{
for (i = 0; i < buffer->modified_areas; ++i)
{
GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
buffer->maps[i].offset, buffer->maps[i].size));
checkGLcall("glFlushMappedBufferRangeAPPLE");
}
}
GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
buffer_clear_dirty_areas(buffer);
buffer->map_ptr = NULL;
}
}
void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
{
struct wined3d_bo_address dst, src;
struct wined3d_context *context;
DWORD dst_location;
buffer_mark_used(dst_buffer);
buffer_mark_used(src_buffer);
dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
dst.addr += dst_offset;
wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
src.addr += src_offset;
context = context_acquire(dst_buffer->resource.device, NULL, 0);
context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint,
&src, src_buffer->buffer_type_hint, size);
context_release(context);
wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
}
void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_box *box, const void *data)
{
struct wined3d_map_range range;
if (box)
{
range.offset = box->left;
range.size = box->right - box->left;
}
else
{
range.offset = 0;
range.size = buffer->resource.size;
}
wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
}
static ULONG buffer_resource_incref(struct wined3d_resource *resource)
{
return wined3d_buffer_incref(buffer_from_resource(resource));
}
static ULONG buffer_resource_decref(struct wined3d_resource *resource)
{
return wined3d_buffer_decref(buffer_from_resource(resource));
}
static void buffer_resource_preload(struct wined3d_resource *resource)
{
struct wined3d_context *context;
context = context_acquire(resource->device, NULL, 0);
wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
context_release(context);
}
static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
UINT offset, size;
if (sub_resource_idx)
{
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
return E_INVALIDARG;
}
if (box)
{
offset = box->left;
size = box->right - box->left;
}
else
{
offset = size = 0;
}
map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
}
static HRESULT buffer_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_info *info, DWORD flags)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
if (sub_resource_idx)
{
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
return E_INVALIDARG;
}
info->row_pitch = buffer->desc.byte_width;
info->slice_pitch = buffer->desc.byte_width;
info->size = buffer->resource.size;
return WINED3D_OK;
}
static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
if (sub_resource_idx)
{
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
return E_INVALIDARG;
}
wined3d_buffer_unmap(buffer_from_resource(resource));
return WINED3D_OK;
}
static const struct wined3d_resource_ops buffer_resource_ops =
{
buffer_resource_incref,
buffer_resource_decref,
buffer_resource_preload,
buffer_unload,
buffer_resource_sub_resource_map,
buffer_resource_sub_resource_map_info,
buffer_resource_sub_resource_unmap,
};
static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
unsigned int bind_flags)
{
if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
return GL_ELEMENT_ARRAY_BUFFER;
if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
&& gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
return GL_TEXTURE_BUFFER;
if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
return GL_UNIFORM_BUFFER;
if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
return GL_TRANSFORM_FEEDBACK_BUFFER;
if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
FIXME("Unhandled bind flags %#x.\n", bind_flags);
return GL_ARRAY_BUFFER;
}
static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
UINT size, DWORD usage, enum wined3d_format_id format_id, unsigned int access, unsigned int bind_flags,
const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage);
BOOL dynamic_buffer_ok;
HRESULT hr;
if (!size)
{
WARN("Size 0 requested, returning E_INVALIDARG.\n");
return E_INVALIDARG;
}
if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
{
WARN("Size %#x is not suitably aligned for constant buffers.\n", size);
return E_INVALIDARG;
}
if (data && !data->data)
{
WARN("Invalid sub-resource data specified.\n");
return E_INVALIDARG;
}
if (FAILED(hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE,
0, usage, access, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops)))
{
WARN("Failed to initialize resource, hr %#x.\n", hr);
return hr;
}
buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
buffer->bind_flags = bind_flags;
buffer->locations = WINED3D_LOCATION_SYSMEM;
TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
buffer, buffer->resource.size, buffer->resource.usage,
debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
|| wined3d_resource_access_is_managed(access))
{
/* SWvp and managed buffers always return the same pointer in buffer
* maps and retain data in DISCARD maps. Keep a system memory copy of
* the buffer to provide the same behavior to the application. */
TRACE("Using doublebuffer mode.\n");
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
}
/* Observations show that draw_primitive_immediate_mode() is faster on
* dynamic vertex buffers than converting + draw_primitive_arrays().
* (Half-Life 2 and others.) */
dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
{
TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
}
else if (!(access & WINED3D_RESOURCE_ACCESS_GPU))
{
TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
}
else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
{
TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
}
else
{
buffer->flags |= WINED3D_BUFFER_USE_BO;
}
if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
{
ERR("Out of memory.\n");
buffer_unload(&buffer->resource);
resource_cleanup(&buffer->resource);
wined3d_resource_wait_idle(&buffer->resource);
return E_OUTOFMEMORY;
}
buffer->maps_size = 1;
if (data)
wined3d_device_update_sub_resource(device, &buffer->resource,
0, NULL, data->data, data->row_pitch, data->slice_pitch);
return WINED3D_OK;
}
HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_buffer **buffer)
{
struct wined3d_buffer *object;
HRESULT hr;
TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
device, desc, data, parent, parent_ops, buffer);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
desc->access, desc->bind_flags, data, parent, parent_ops)))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
heap_free(object);
return hr;
}
object->desc = *desc;
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}