setupapi: Improve parameter validation for SetupCreateDiskSpaceListA/W.
[wine] / dlls / wined3d / buffer.c
1 /*
2  * Copyright 2002-2005 Jason Edmeades
3  * Copyright 2002-2005 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2010 Stefan Dösinger for CodeWeavers
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
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.
13  *
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.
18  *
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
22  *
23  */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
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 */
36
37 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
38 {
39     if (!This->buffer_object) return TRUE;
40
41     if (This->maps_size <= This->modified_areas)
42     {
43         void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
44                                 This->maps_size * 2 * sizeof(*This->maps));
45         if (!new)
46         {
47             ERR("Out of memory\n");
48             return FALSE;
49         }
50         else
51         {
52             This->maps = new;
53             This->maps_size *= 2;
54         }
55     }
56
57     if(offset > This->resource.size || offset + size > This->resource.size)
58     {
59         WARN("Invalid range dirtified, marking entire buffer dirty\n");
60         offset = 0;
61         size = This->resource.size;
62     }
63     else if(!offset && !size)
64     {
65         size = This->resource.size;
66     }
67
68     This->maps[This->modified_areas].offset = offset;
69     This->maps[This->modified_areas].size = size;
70     This->modified_areas++;
71     return TRUE;
72 }
73
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
75 {
76     This->modified_areas = 0;
77 }
78
79 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
80 {
81     return This->modified_areas != 0;
82 }
83
84 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
85 {
86     unsigned int i;
87
88     for(i = 0; i < This->modified_areas; i++)
89     {
90         if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
91         {
92             return TRUE;
93         }
94     }
95     return FALSE;
96 }
97
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)
100 {
101     if(!This->buffer_object) return;
102
103     ENTER_GL();
104     GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
105     checkGLcall("glDeleteBuffersARB");
106     LEAVE_GL();
107     This->buffer_object = 0;
108
109     if(This->query)
110     {
111         wined3d_event_query_destroy(This->query);
112         This->query = NULL;
113     }
114     This->flags &= ~WINED3D_BUFFER_APPLESYNC;
115 }
116
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)
119 {
120     GLenum error, gl_usage;
121
122     TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
123             This, debug_d3dusage(This->resource.usage));
124
125     ENTER_GL();
126
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)
131     */
132     while (glGetError() != GL_NO_ERROR);
133
134     /* Basically the FVF parameter passed to CreateVertexBuffer is no good
135      * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
136      * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
137      * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
138      * to check if the rhw and color values are in the correct format.
139      */
140
141     GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
142     error = glGetError();
143     if (!This->buffer_object || error != GL_NO_ERROR)
144     {
145         ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
146         LEAVE_GL();
147         goto fail;
148     }
149
150     if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
151     {
152         IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
153     }
154     GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
155     error = glGetError();
156     if (error != GL_NO_ERROR)
157     {
158         ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
159         LEAVE_GL();
160         goto fail;
161     }
162
163     /* Don't use static, because dx apps tend to update the buffer
164      * quite often even if they specify 0 usage.
165      */
166     if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
167     {
168         TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
169         gl_usage = GL_STREAM_DRAW_ARB;
170
171         if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
172         {
173             GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
174             checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
175             This->flags |= WINED3D_BUFFER_FLUSH;
176
177             GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
178             checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
179             This->flags |= WINED3D_BUFFER_APPLESYNC;
180         }
181         /* No setup is needed here for GL_ARB_map_buffer_range */
182     }
183     else
184     {
185         TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
186         gl_usage = GL_DYNAMIC_DRAW_ARB;
187     }
188
189     /* Reserve memory for the buffer. The amount of data won't change
190      * so we are safe with calling glBufferData once and
191      * calling glBufferSubData on updates. Upload the actual data in case
192      * we're not double buffering, so we can release the heap mem afterwards
193      */
194     GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
195     error = glGetError();
196     LEAVE_GL();
197     if (error != GL_NO_ERROR)
198     {
199         ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
200         goto fail;
201     }
202
203     This->buffer_object_size = This->resource.size;
204     This->buffer_object_usage = gl_usage;
205
206     if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
207     {
208         if(!buffer_add_dirty_area(This, 0, 0))
209         {
210             ERR("buffer_add_dirty_area failed, this is not expected\n");
211             goto fail;
212         }
213     }
214     else
215     {
216         HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
217         This->resource.allocatedMemory = NULL;
218         This->resource.heapMemory = NULL;
219     }
220
221     return;
222
223 fail:
224     /* Clean up all vbo init, but continue because we can work without a vbo :-) */
225     ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
226     delete_gl_buffer(This, gl_info);
227     buffer_clear_dirty_areas(This);
228 }
229
230 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
231         const enum wined3d_buffer_conversion_type conversion_type,
232         const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
233 {
234     DWORD attrib_size;
235     BOOL ret = FALSE;
236     unsigned int i;
237     DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
238     DWORD_PTR data;
239
240     /* Check for some valid situations which cause us pain. One is if the buffer is used for
241      * constant attributes(stride = 0), the other one is if the buffer is used on two streams
242      * with different strides. In the 2nd case we might have to drop conversion entirely,
243      * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
244      */
245     if (!attrib->stride)
246     {
247         FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
248                 debug_d3dformat(attrib->format->id));
249     }
250     else if(attrib->stride != *stride_this_run && *stride_this_run)
251     {
252         FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
253     }
254     else
255     {
256         *stride_this_run = attrib->stride;
257         if (This->stride != *stride_this_run)
258         {
259             /* We rely that this happens only on the first converted attribute that is found,
260              * if at all. See above check
261              */
262             TRACE("Reconverting because converted attributes occur, and the stride changed\n");
263             This->stride = *stride_this_run;
264             HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
265             This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
266                     sizeof(*This->conversion_map) * This->stride);
267             ret = TRUE;
268         }
269     }
270
271     data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
272     attrib_size = attrib->format->component_count * attrib->format->component_size;
273     for (i = 0; i < attrib_size; ++i)
274     {
275         DWORD_PTR idx = (data + i) % This->stride;
276         if (This->conversion_map[idx] != conversion_type)
277         {
278             TRACE("Byte %ld in vertex changed\n", idx);
279             TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
280             ret = TRUE;
281             This->conversion_map[idx] = conversion_type;
282         }
283     }
284
285     return ret;
286 }
287
288 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
289         UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
290         DWORD *stride_this_run, BOOL *float16_used)
291 {
292     const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
293     IWineD3DDeviceImpl *device = This->resource.device;
294     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
295     enum wined3d_format_id format;
296     BOOL ret = FALSE;
297
298     /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
299      * there, on nonexistent attribs the vbo is 0.
300      */
301     if (!(si->use_map & (1 << attrib_idx))
302             || attrib->buffer_object != This->buffer_object)
303         return FALSE;
304
305     format = attrib->format->id;
306     /* Look for newly appeared conversion */
307     if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
308             && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
309     {
310         ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
311
312         if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
313         else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
314         *float16_used = TRUE;
315     }
316     else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
317     {
318         ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
319
320         if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
321     }
322     else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
323     {
324         ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
325     }
326     else if (This->conversion_map)
327     {
328         ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
329     }
330
331     return ret;
332 }
333
334 static UINT *find_conversion_shift(struct wined3d_buffer *This,
335         const struct wined3d_stream_info *strided, UINT stride)
336 {
337     UINT *ret, i, j, shift, orig_type_size;
338
339     if (!stride)
340     {
341         TRACE("No shift\n");
342         return NULL;
343     }
344
345     This->conversion_stride = stride;
346     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
347     for (i = 0; i < MAX_ATTRIBS; ++i)
348     {
349         enum wined3d_format_id format;
350
351         if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
352
353         format = strided->elements[i].format->id;
354         if (format == WINED3DFMT_R16G16_FLOAT)
355         {
356             shift = 4;
357         }
358         else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
359         {
360             shift = 8;
361             /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
362              * compatible
363              */
364             for (j = 4; j < 8; ++j)
365             {
366                 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
367             }
368         }
369         else
370         {
371             shift = 0;
372         }
373         This->conversion_stride += shift;
374
375         if (shift)
376         {
377             orig_type_size = strided->elements[i].format->component_count
378                     * strided->elements[i].format->component_size;
379             for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
380             {
381                 ret[j] += shift;
382             }
383         }
384     }
385
386     if (TRACE_ON(d3d))
387     {
388         TRACE("Dumping conversion shift:\n");
389         for (i = 0; i < stride; ++i)
390         {
391             TRACE("[%d]", ret[i]);
392         }
393         TRACE("\n");
394     }
395
396     return ret;
397 }
398
399 static BOOL buffer_find_decl(struct wined3d_buffer *This)
400 {
401     IWineD3DDeviceImpl *device = This->resource.device;
402     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
403     const struct wined3d_stream_info *si = &device->strided_streams;
404     UINT stride_this_run = 0;
405     BOOL float16_used = FALSE;
406     BOOL ret = FALSE;
407     unsigned int i;
408
409     /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
410      * Once we have our declaration there is no need to look it up again. Index buffers also never need
411      * conversion, so once the (empty) conversion structure is created don't bother checking again
412      */
413     if (This->flags & WINED3D_BUFFER_HASDESC)
414     {
415         if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
416     }
417
418     TRACE("Finding vertex buffer conversion information\n");
419     /* Certain declaration types need some fixups before we can pass them to
420      * opengl. This means D3DCOLOR attributes with fixed function vertex
421      * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
422      * GL_ARB_half_float_vertex is not supported.
423      *
424      * Note for d3d8 and d3d9:
425      * The vertex buffer FVF doesn't help with finding them, we have to use
426      * the decoded vertex declaration and pick the things that concern the
427      * current buffer. A problem with this is that this can change between
428      * draws, so we have to validate the information and reprocess the buffer
429      * if it changes, and avoid false positives for performance reasons.
430      * WineD3D doesn't even know the vertex buffer any more, it is managed
431      * by the client libraries and passed to SetStreamSource and ProcessVertices
432      * as needed.
433      *
434      * We have to distinguish between vertex shaders and fixed function to
435      * pick the way we access the strided vertex information.
436      *
437      * This code sets up a per-byte array with the size of the detected
438      * stride of the arrays in the buffer. For each byte we have a field
439      * that marks the conversion needed on this byte. For example, the
440      * following declaration with fixed function vertex processing:
441      *
442      *      POSITIONT, FLOAT4
443      *      NORMAL, FLOAT3
444      *      DIFFUSE, FLOAT16_4
445      *      SPECULAR, D3DCOLOR
446      *
447      * Will result in
448      * {                 POSITIONT                    }{             NORMAL                }{    DIFFUSE          }{SPECULAR }
449      * [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]
450      *
451      * Where in this example map P means 4 component position conversion, 0
452      * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
453      * conversion (red / blue swizzle).
454      *
455      * If we're doing conversion and the stride changes we have to reconvert
456      * the whole buffer. Note that we do not mind if the semantic changes,
457      * we only care for the conversion type. So if the NORMAL is replaced
458      * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
459      * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
460      * conversion types depend on the semantic as well, for example a FLOAT4
461      * texcoord needs no conversion while a FLOAT4 positiont needs one
462      */
463     if (use_vs(device->stateBlock))
464     {
465         TRACE("vshader\n");
466         /* If the current vertex declaration is marked for no half float conversion don't bother to
467          * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
468          * if we used conversion before
469          */
470         if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
471         {
472             if (This->conversion_map)
473             {
474                 TRACE("Now using shaders without conversion, but conversion used before\n");
475                 HeapFree(GetProcessHeap(), 0, This->conversion_map);
476                 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
477                 This->conversion_map = NULL;
478                 This->stride = 0;
479                 This->conversion_shift = NULL;
480                 This->conversion_stride = 0;
481                 return TRUE;
482             }
483             else
484             {
485                 return FALSE;
486             }
487         }
488         for (i = 0; i < MAX_ATTRIBS; ++i)
489         {
490             ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
491         }
492
493         /* Recalculate the conversion shift map if the declaration has changed,
494          * and we're using float16 conversion or used it on the last run
495          */
496         if (ret && (float16_used || This->conversion_map))
497         {
498             HeapFree(GetProcessHeap(), 0, This->conversion_shift);
499             This->conversion_shift = find_conversion_shift(This, si, This->stride);
500         }
501     }
502     else
503     {
504         /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
505          * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
506          * the attributes that our current fixed function pipeline implementation cares for.
507          */
508         BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
509         ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
510                 TRUE, TRUE,  FALSE, &stride_this_run, &float16_used) || ret;
511         ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
512                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
513         ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
514                 !support_d3dcolor, FALSE, TRUE,  &stride_this_run, &float16_used) || ret;
515         ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
516                 !support_d3dcolor, FALSE, TRUE,  &stride_this_run, &float16_used) || ret;
517         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
518                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
519         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
520                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
521         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
522                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
523         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
524                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
525         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
526                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
527         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
528                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
529         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
530                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
531         ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
532                 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
533
534         if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
535     }
536
537     if (stride_this_run == 0 && This->conversion_map)
538     {
539         /* Sanity test */
540         if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
541         HeapFree(GetProcessHeap(), 0, This->conversion_map);
542         This->conversion_map = NULL;
543         This->stride = 0;
544     }
545
546     if (ret) TRACE("Conversion information changed\n");
547
548     return ret;
549 }
550
551 /* Context activation is done by the caller. */
552 static void buffer_check_buffer_object_size(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
553 {
554     UINT size = This->conversion_stride ?
555             This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
556     if (This->buffer_object_size != size)
557     {
558         TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
559
560         if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
561         {
562             IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
563         }
564
565         /* Rescue the data before resizing the buffer object if we do not have our backup copy */
566         if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
567         {
568             buffer_get_sysmem(This, gl_info);
569         }
570
571         ENTER_GL();
572         GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
573         checkGLcall("glBindBufferARB");
574         GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
575         This->buffer_object_size = size;
576         checkGLcall("glBufferDataARB");
577         LEAVE_GL();
578     }
579 }
580
581 static inline void fixup_d3dcolor(DWORD *dst_color)
582 {
583     DWORD src_color = *dst_color;
584
585     /* Color conversion like in drawStridedSlow. watch out for little endianity
586      * If we want that stuff to work on big endian machines too we have to consider more things
587      *
588      * 0xff000000: Alpha mask
589      * 0x00ff0000: Blue mask
590      * 0x0000ff00: Green mask
591      * 0x000000ff: Red mask
592      */
593     *dst_color = 0;
594     *dst_color |= (src_color & 0xff00ff00);         /* Alpha Green */
595     *dst_color |= (src_color & 0x00ff0000) >> 16;   /* Red */
596     *dst_color |= (src_color & 0x000000ff) << 16;   /* Blue */
597 }
598
599 static inline void fixup_transformed_pos(float *p)
600 {
601     /* rhw conversion like in position_float4(). */
602     if (p[3] != 1.0f && p[3] != 0.0f)
603     {
604         float w = 1.0f / p[3];
605         p[0] *= w;
606         p[1] *= w;
607         p[2] *= w;
608         p[3] = w;
609     }
610 }
611
612 /* Context activation is done by the caller. */
613 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, const struct wined3d_gl_info *gl_info, GLuint *buffer_object)
614 {
615     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
616
617     *buffer_object = This->buffer_object;
618     if (!This->buffer_object)
619     {
620         if (This->flags & WINED3D_BUFFER_CREATEBO)
621         {
622             buffer_create_buffer_object(This, gl_info);
623             This->flags &= ~WINED3D_BUFFER_CREATEBO;
624             if (This->buffer_object)
625             {
626                 *buffer_object = This->buffer_object;
627                 return NULL;
628             }
629         }
630         return This->resource.allocatedMemory;
631     }
632     else
633     {
634         return NULL;
635     }
636 }
637
638 /* IUnknown methods */
639
640 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
641         REFIID riid, void **object)
642 {
643     TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
644
645     if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
646             || IsEqualGUID(riid, &IID_IWineD3DResource)
647             || IsEqualGUID(riid, &IID_IWineD3DBase)
648             || IsEqualGUID(riid, &IID_IUnknown))
649     {
650         IUnknown_AddRef(iface);
651         *object = iface;
652         return S_OK;
653     }
654
655     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
656
657     *object = NULL;
658
659     return E_NOINTERFACE;
660 }
661
662 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
663 {
664     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
665     ULONG refcount = InterlockedIncrement(&This->resource.ref);
666
667     TRACE("%p increasing refcount to %u\n", This, refcount);
668
669     return refcount;
670 }
671
672 /* Context activation is done by the caller. */
673 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
674 {
675     /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
676     if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
677
678     This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
679     This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
680     ENTER_GL();
681     GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
682     GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
683     LEAVE_GL();
684     This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
685
686     return This->resource.allocatedMemory;
687 }
688
689 /* Do not call while under the GL lock. */
690 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
691 {
692     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
693
694     TRACE("iface %p\n", iface);
695
696     if (This->buffer_object)
697     {
698         IWineD3DDeviceImpl *device = This->resource.device;
699         struct wined3d_context *context;
700
701         context = context_acquire(device, NULL);
702
703         /* Download the buffer, but don't permanently enable double buffering */
704         if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
705         {
706             buffer_get_sysmem(This, context->gl_info);
707             This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
708         }
709
710         delete_gl_buffer(This, context->gl_info);
711         This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
712         buffer_clear_dirty_areas(This);
713
714         context_release(context);
715
716         HeapFree(GetProcessHeap(), 0, This->conversion_shift);
717         This->conversion_shift = NULL;
718         HeapFree(GetProcessHeap(), 0, This->conversion_map);
719         This->conversion_map = NULL;
720         This->stride = 0;
721         This->conversion_stride = 0;
722         This->flags &= ~WINED3D_BUFFER_HASDESC;
723     }
724
725     resource_unload((IWineD3DResourceImpl *)This);
726 }
727
728 /* Do not call while under the GL lock. */
729 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
730 {
731     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
732     ULONG refcount = InterlockedDecrement(&This->resource.ref);
733
734     TRACE("%p decreasing refcount to %u\n", This, refcount);
735
736     if (!refcount)
737     {
738         buffer_UnLoad(iface);
739         resource_cleanup((IWineD3DResource *)iface);
740         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
741         HeapFree(GetProcessHeap(), 0, This->maps);
742         HeapFree(GetProcessHeap(), 0, This);
743     }
744
745     return refcount;
746 }
747
748 /* IWineD3DBase methods */
749 static void * STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface)
750 {
751     TRACE("iface %p.\n", iface);
752
753     return ((struct wined3d_buffer *)iface)->resource.parent;
754 }
755
756 /* IWineD3DResource methods */
757
758 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
759         REFGUID guid, const void *data, DWORD data_size, DWORD flags)
760 {
761     return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
762 }
763
764 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
765         REFGUID guid, void *data, DWORD *data_size)
766 {
767     return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
768 }
769
770 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
771 {
772     return resource_free_private_data((IWineD3DResource *)iface, guid);
773 }
774
775 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
776 {
777     return resource_set_priority((IWineD3DResource *)iface, priority);
778 }
779
780 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
781 {
782     return resource_get_priority((IWineD3DResource *)iface);
783 }
784
785 /* The caller provides a context and binds the buffer */
786 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
787 {
788     enum wined3d_event_query_result ret;
789
790     /* No fencing needs to be done if the app promises not to overwrite
791      * existing data */
792     if(flags & WINED3DLOCK_NOOVERWRITE) return;
793     if(flags & WINED3DLOCK_DISCARD)
794     {
795         ENTER_GL();
796         GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
797         checkGLcall("glBufferDataARB\n");
798         LEAVE_GL();
799         return;
800     }
801
802     if(!This->query)
803     {
804         TRACE("Creating event query for buffer %p\n", This);
805
806         if (!wined3d_event_query_supported(gl_info))
807         {
808             FIXME("Event queries not supported, dropping async buffer locks.\n");
809             goto drop_query;
810         }
811
812         This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
813         if (!This->query)
814         {
815             ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
816             goto drop_query;
817         }
818
819         /* Since we don't know about old draws a glFinish is needed once */
820         wglFinish();
821         return;
822     }
823     TRACE("Synchronizing buffer %p\n", This);
824     ret = wined3d_event_query_finish(This->query, This->resource.device);
825     switch(ret)
826     {
827         case WINED3D_EVENT_QUERY_NOT_STARTED:
828         case WINED3D_EVENT_QUERY_OK:
829             /* All done */
830             return;
831
832         case WINED3D_EVENT_QUERY_WRONG_THREAD:
833             WARN("Cannot synchronize buffer lock due to a thread conflict\n");
834             goto drop_query;
835
836         default:
837             ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
838             goto drop_query;
839     }
840
841 drop_query:
842     if(This->query)
843     {
844         wined3d_event_query_destroy(This->query);
845         This->query = NULL;
846     }
847
848     wglFinish();
849     ENTER_GL();
850     GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
851     checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
852     LEAVE_GL();
853     This->flags &= ~WINED3D_BUFFER_APPLESYNC;
854 }
855
856 /* The caller provides a GL context */
857 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
858 {
859         BYTE *map;
860         UINT start = 0, len = 0;
861
862         ENTER_GL();
863         GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
864         checkGLcall("glBindBufferARB");
865         if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
866         {
867             GLbitfield mapflags;
868             mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
869             if (flags & WINED3D_BUFFER_DISCARD)
870             {
871                 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
872             }
873             else if (flags & WINED3D_BUFFER_NOSYNC)
874             {
875                 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
876             }
877             map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
878                                               This->resource.size, mapflags));
879             checkGLcall("glMapBufferRange");
880         }
881         else
882         {
883             if (This->flags & WINED3D_BUFFER_APPLESYNC)
884             {
885                 DWORD syncflags = 0;
886                 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
887                 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
888                 LEAVE_GL();
889                 buffer_sync_apple(This, syncflags, gl_info);
890                 ENTER_GL();
891             }
892             map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
893             checkGLcall("glMapBufferARB");
894         }
895         if (!map)
896         {
897             LEAVE_GL();
898             ERR("Failed to map opengl buffer\n");
899             return;
900         }
901
902         while(This->modified_areas)
903         {
904             This->modified_areas--;
905             start = This->maps[This->modified_areas].offset;
906             len = This->maps[This->modified_areas].size;
907
908             memcpy(map + start, This->resource.allocatedMemory + start, len);
909
910             if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
911             {
912                 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
913                 checkGLcall("glFlushMappedBufferRange");
914             }
915             else if (This->flags & WINED3D_BUFFER_FLUSH)
916             {
917                 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
918                 checkGLcall("glFlushMappedBufferRangeAPPLE");
919             }
920         }
921         GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
922         checkGLcall("glUnmapBufferARB");
923         LEAVE_GL();
924 }
925
926 /* Do not call while under the GL lock. */
927 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
928 {
929     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
930     IWineD3DDeviceImpl *device = This->resource.device;
931     UINT start = 0, end = 0, len = 0, vertices;
932     const struct wined3d_gl_info *gl_info;
933     struct wined3d_context *context;
934     BOOL decl_changed = FALSE;
935     unsigned int i, j;
936     BYTE *data;
937     DWORD flags = This->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
938
939     TRACE("iface %p\n", iface);
940     This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
941
942     context = context_acquire(device, NULL);
943     gl_info = context->gl_info;
944
945     if (!This->buffer_object)
946     {
947         /* TODO: Make converting independent from VBOs */
948         if (This->flags & WINED3D_BUFFER_CREATEBO)
949         {
950             buffer_create_buffer_object(This, gl_info);
951             This->flags &= ~WINED3D_BUFFER_CREATEBO;
952         }
953         else
954         {
955             /* Not doing any conversion */
956             goto end;
957         }
958     }
959
960     /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
961     if (device->isInDraw && This->bind_count > 0)
962     {
963         decl_changed = buffer_find_decl(This);
964         This->flags |= WINED3D_BUFFER_HASDESC;
965     }
966
967     if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
968     {
969         context_release(context);
970         ++This->draw_count;
971         if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
972         if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
973         return;
974     }
975
976     /* If applications change the declaration over and over, reconverting all the time is a huge
977      * performance hit. So count the declaration changes and release the VBO if there are too many
978      * of them (and thus stop converting)
979      */
980     if (decl_changed)
981     {
982         ++This->decl_change_count;
983         This->draw_count = 0;
984
985         if (This->decl_change_count > VB_MAXDECLCHANGES ||
986             (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
987         {
988             FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
989
990             IWineD3DBuffer_UnLoad(iface);
991             This->flags &= ~WINED3D_BUFFER_CREATEBO;
992
993             /* The stream source state handler might have read the memory of the vertex buffer already
994              * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
995              * to force a reload. This happens only once per changed vertexbuffer and should occur rather
996              * rarely
997              */
998             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
999             goto end;
1000         }
1001         buffer_check_buffer_object_size(This, gl_info);
1002
1003         /* The declaration changed, reload the whole buffer */
1004         WARN("Reloading buffer because of decl change\n");
1005         buffer_clear_dirty_areas(This);
1006         if(!buffer_add_dirty_area(This, 0, 0))
1007         {
1008             ERR("buffer_add_dirty_area failed, this is not expected\n");
1009             goto end;
1010         }
1011         /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1012          * cleared for unsynchronized updates
1013          */
1014         flags = 0;
1015     }
1016     else
1017     {
1018         /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1019          * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1020          * decl changes and reset the decl change count after a specific number of them
1021          */
1022         if(buffer_is_fully_dirty(This))
1023         {
1024             ++This->full_conversion_count;
1025             if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
1026             {
1027                 FIXME("Too many full buffer conversions, stopping converting\n");
1028                 IWineD3DBuffer_UnLoad(iface);
1029                 This->flags &= ~WINED3D_BUFFER_CREATEBO;
1030                 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1031                 goto end;
1032             }
1033         }
1034         else
1035         {
1036             ++This->draw_count;
1037             if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
1038             if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
1039         }
1040     }
1041
1042     if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1043     {
1044         IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1045     }
1046
1047     if (!This->conversion_map)
1048     {
1049         /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
1050          * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
1051          * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
1052          */
1053         TRACE("No conversion needed\n");
1054
1055         /* Nothing to do because we locked directly into the vbo */
1056         if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1057         {
1058             context_release(context);
1059             return;
1060         }
1061
1062         buffer_direct_upload(This, context->gl_info, flags);
1063
1064         context_release(context);
1065         return;
1066     }
1067
1068     if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1069     {
1070         buffer_get_sysmem(This, gl_info);
1071     }
1072
1073     /* Now for each vertex in the buffer that needs conversion */
1074     vertices = This->resource.size / This->stride;
1075
1076     if (This->conversion_shift)
1077     {
1078         TRACE("Shifted conversion\n");
1079         data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
1080
1081         start = 0;
1082         len = This->resource.size;
1083         end = start + len;
1084
1085         if (This->maps[0].offset || This->maps[0].size != This->resource.size)
1086         {
1087             FIXME("Implement partial buffer load with shifted conversion\n");
1088         }
1089
1090         for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1091         {
1092             for (j = 0; j < This->stride; ++j)
1093             {
1094                 switch(This->conversion_map[j])
1095                 {
1096                     case CONV_NONE:
1097                         data[This->conversion_stride * i + j + This->conversion_shift[j]]
1098                                 = This->resource.allocatedMemory[This->stride * i + j];
1099                         break;
1100
1101                     case CONV_FLOAT16_2:
1102                     {
1103                         float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
1104                         const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
1105
1106                         out[1] = float_16_to_32(in + 1);
1107                         out[0] = float_16_to_32(in + 0);
1108                         j += 3;    /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1109                         break;
1110                     }
1111
1112                     default:
1113                         FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1114                         break;
1115                 }
1116             }
1117         }
1118
1119         ENTER_GL();
1120         GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1121         checkGLcall("glBindBufferARB");
1122         GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
1123         checkGLcall("glBufferSubDataARB");
1124         LEAVE_GL();
1125     }
1126     else
1127     {
1128         data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
1129
1130         while(This->modified_areas)
1131         {
1132             This->modified_areas--;
1133             start = This->maps[This->modified_areas].offset;
1134             len = This->maps[This->modified_areas].size;
1135             end = start + len;
1136
1137             memcpy(data + start, This->resource.allocatedMemory + start, end - start);
1138             for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1139             {
1140                 for (j = 0; j < This->stride; ++j)
1141                 {
1142                     switch(This->conversion_map[j])
1143                     {
1144                         case CONV_NONE:
1145                             /* Done already */
1146                             j += 3;
1147                             break;
1148                         case CONV_D3DCOLOR:
1149                             fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
1150                             j += 3;
1151                             break;
1152
1153                         case CONV_POSITIONT:
1154                             fixup_transformed_pos((float *) (data + i * This->stride + j));
1155                             j += 15;
1156                             break;
1157
1158                         case CONV_FLOAT16_2:
1159                             ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1160                         default:
1161                             FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1162                     }
1163                 }
1164             }
1165
1166             ENTER_GL();
1167             GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1168             checkGLcall("glBindBufferARB");
1169             GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1170             checkGLcall("glBufferSubDataARB");
1171             LEAVE_GL();
1172         }
1173     }
1174
1175     HeapFree(GetProcessHeap(), 0, data);
1176
1177 end:
1178     context_release(context);
1179 }
1180
1181 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1182 {
1183     return resource_get_type((IWineD3DResource *)iface);
1184 }
1185
1186 /* IWineD3DBuffer methods */
1187
1188 static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
1189 {
1190     /* Not all flags make sense together, but Windows never returns an error. Catch the
1191      * cases that could cause issues */
1192     if(flags & WINED3DLOCK_READONLY)
1193     {
1194         if(flags & WINED3DLOCK_DISCARD)
1195         {
1196             WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1197             return 0;
1198         }
1199         if(flags & WINED3DLOCK_NOOVERWRITE)
1200         {
1201             WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1202             return 0;
1203         }
1204     }
1205     else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1206     {
1207         WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1208         return 0;
1209     }
1210     else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1211     {
1212         WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1213         return 0;
1214     }
1215
1216     return flags;
1217 }
1218
1219 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1220 {
1221     GLbitfield ret = 0;
1222
1223     if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1224
1225     if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1226     {
1227         if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1228         ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1229     }
1230     else
1231     {
1232         ret |= GL_MAP_READ_BIT;
1233     }
1234
1235     return ret;
1236 }
1237
1238 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1239 {
1240     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1241     LONG count;
1242     BOOL dirty = buffer_is_dirty(This);
1243
1244     TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1245
1246     flags = buffer_sanitize_flags(This, flags);
1247     if (!(flags & WINED3DLOCK_READONLY))
1248     {
1249         if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1250     }
1251
1252     count = InterlockedIncrement(&This->lock_count);
1253
1254     if (This->buffer_object)
1255     {
1256         if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1257         {
1258             if(count == 1)
1259             {
1260                 IWineD3DDeviceImpl *device = This->resource.device;
1261                 struct wined3d_context *context;
1262                 const struct wined3d_gl_info *gl_info;
1263
1264                 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1265                 {
1266                     IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1267                 }
1268
1269                 context = context_acquire(device, NULL);
1270                 gl_info = context->gl_info;
1271                 ENTER_GL();
1272                 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1273
1274                 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1275                 {
1276                     GLbitfield mapflags = buffer_gl_map_flags(flags);
1277                     This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
1278                                                                                 This->resource.size, mapflags));
1279                     checkGLcall("glMapBufferRange");
1280                 }
1281                 else
1282                 {
1283                     if(This->flags & WINED3D_BUFFER_APPLESYNC)
1284                     {
1285                         LEAVE_GL();
1286                         buffer_sync_apple(This, flags, gl_info);
1287                         ENTER_GL();
1288                     }
1289                     This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1290                     checkGLcall("glMapBufferARB");
1291                 }
1292                 LEAVE_GL();
1293
1294                 if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1295                 {
1296                     WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
1297                         This->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1298
1299                     ENTER_GL();
1300                     GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1301                     checkGLcall("glUnmapBufferARB");
1302                     LEAVE_GL();
1303                     This->resource.allocatedMemory = NULL;
1304
1305                     buffer_get_sysmem(This, gl_info);
1306                     TRACE("New pointer is %p\n", This->resource.allocatedMemory);
1307                 }
1308                 context_release(context);
1309             }
1310         }
1311         else
1312         {
1313             if (dirty)
1314             {
1315                 if (This->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1316                 {
1317                     This->flags &= ~WINED3D_BUFFER_NOSYNC;
1318                 }
1319             }
1320             else if(flags & WINED3DLOCK_NOOVERWRITE)
1321             {
1322                 This->flags |= WINED3D_BUFFER_NOSYNC;
1323             }
1324
1325             if (flags & WINED3DLOCK_DISCARD)
1326             {
1327                 This->flags |= WINED3D_BUFFER_DISCARD;
1328             }
1329         }
1330     }
1331
1332     *data = This->resource.allocatedMemory + offset;
1333
1334     TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1335     /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1336
1337     return WINED3D_OK;
1338 }
1339
1340 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1341 {
1342     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1343     ULONG i;
1344
1345     TRACE("(%p)\n", This);
1346
1347     /* In the case that the number of Unmap calls > the
1348      * number of Map calls, d3d returns always D3D_OK.
1349      * This is also needed to prevent Map from returning garbage on
1350      * the next call (this will happen if the lock_count is < 0). */
1351     if(This->lock_count == 0)
1352     {
1353         TRACE("Unmap called without a previous Map call!\n");
1354         return WINED3D_OK;
1355     }
1356
1357     if (InterlockedDecrement(&This->lock_count))
1358     {
1359         /* Delay loading the buffer until everything is unlocked */
1360         TRACE("Ignoring unlock\n");
1361         return WINED3D_OK;
1362     }
1363
1364     if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1365     {
1366         IWineD3DDeviceImpl *device = This->resource.device;
1367         const struct wined3d_gl_info *gl_info;
1368         struct wined3d_context *context;
1369
1370         if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1371         {
1372             IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1373         }
1374
1375         context = context_acquire(device, NULL);
1376         gl_info = context->gl_info;
1377         ENTER_GL();
1378         GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1379
1380         if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1381         {
1382             for(i = 0; i < This->modified_areas; i++)
1383             {
1384                 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
1385                                                     This->maps[i].offset,
1386                                                     This->maps[i].size));
1387                 checkGLcall("glFlushMappedBufferRange");
1388             }
1389         }
1390         else if (This->flags & WINED3D_BUFFER_FLUSH)
1391         {
1392             for(i = 0; i < This->modified_areas; i++)
1393             {
1394                 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1395                                                          This->maps[i].offset,
1396                                                          This->maps[i].size));
1397                 checkGLcall("glFlushMappedBufferRangeAPPLE");
1398             }
1399         }
1400
1401         GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1402         LEAVE_GL();
1403         context_release(context);
1404
1405         This->resource.allocatedMemory = NULL;
1406         buffer_clear_dirty_areas(This);
1407     }
1408     else if (This->flags & WINED3D_BUFFER_HASDESC)
1409     {
1410         buffer_PreLoad(iface);
1411     }
1412
1413     return WINED3D_OK;
1414 }
1415
1416 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1417 {
1418     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1419
1420     TRACE("(%p)\n", This);
1421
1422     desc->Type = This->resource.resourceType;
1423     desc->Usage = This->resource.usage;
1424     desc->Pool = This->resource.pool;
1425     desc->Size = This->resource.size;
1426
1427     return WINED3D_OK;
1428 }
1429
1430 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1431 {
1432     /* IUnknown methods */
1433     buffer_QueryInterface,
1434     buffer_AddRef,
1435     buffer_Release,
1436     /* IWineD3DBase methods */
1437     buffer_GetParent,
1438     /* IWineD3DResource methods */
1439     buffer_SetPrivateData,
1440     buffer_GetPrivateData,
1441     buffer_FreePrivateData,
1442     buffer_SetPriority,
1443     buffer_GetPriority,
1444     buffer_PreLoad,
1445     buffer_UnLoad,
1446     buffer_GetType,
1447     /* IWineD3DBuffer methods */
1448     buffer_Map,
1449     buffer_Unmap,
1450     buffer_GetDesc,
1451 };
1452
1453 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1454         UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
1455         const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1456 {
1457     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1458     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1459     HRESULT hr;
1460     BOOL dynamic_buffer_ok;
1461
1462     if (!size)
1463     {
1464         WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1465         return WINED3DERR_INVALIDCALL;
1466     }
1467
1468     buffer->vtbl = &wined3d_buffer_vtbl;
1469
1470     hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1471             device, size, usage, format, pool, parent, parent_ops);
1472     if (FAILED(hr))
1473     {
1474         WARN("Failed to initialize resource, hr %#x\n", hr);
1475         return hr;
1476     }
1477     buffer->buffer_type_hint = bind_hint;
1478
1479     TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1480             debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1481
1482     /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1483     dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1484
1485     /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1486      * drawStridedFast (half-life 2 and others).
1487      *
1488      * Basically converting the vertices in the buffer is quite expensive, and observations
1489      * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1490      * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1491      */
1492     if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1493     {
1494         TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1495     }
1496     else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1497     {
1498         TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1499     }
1500     else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1501     {
1502         TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1503     }
1504     else
1505     {
1506         buffer->flags |= WINED3D_BUFFER_CREATEBO;
1507     }
1508
1509     if (data)
1510     {
1511         BYTE *ptr;
1512
1513         hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1514         if (FAILED(hr))
1515         {
1516             ERR("Failed to map buffer, hr %#x\n", hr);
1517             buffer_UnLoad((IWineD3DBuffer *)buffer);
1518             resource_cleanup((IWineD3DResource *)buffer);
1519             return hr;
1520         }
1521
1522         memcpy(ptr, data, size);
1523
1524         hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1525         if (FAILED(hr))
1526         {
1527             ERR("Failed to unmap buffer, hr %#x\n", hr);
1528             buffer_UnLoad((IWineD3DBuffer *)buffer);
1529             resource_cleanup((IWineD3DResource *)buffer);
1530             return hr;
1531         }
1532     }
1533
1534     buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1535     if (!buffer->maps)
1536     {
1537         ERR("Out of memory\n");
1538         buffer_UnLoad((IWineD3DBuffer *)buffer);
1539         resource_cleanup((IWineD3DResource *)buffer);
1540         return E_OUTOFMEMORY;
1541     }
1542     buffer->maps_size = 1;
1543
1544     return WINED3D_OK;
1545 }