2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2010 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
33 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
34 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
35 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
37 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
39 if (!This->buffer_object) return TRUE;
41 if (This->maps_size <= This->modified_areas)
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
44 This->maps_size * 2 * sizeof(*This->maps));
47 ERR("Out of memory\n");
57 if(offset > This->resource.size || offset + size > This->resource.size)
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
61 size = This->resource.size;
63 else if(!offset && !size)
65 size = This->resource.size;
68 This->maps[This->modified_areas].offset = offset;
69 This->maps[This->modified_areas].size = size;
70 This->modified_areas++;
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
76 This->modified_areas = 0;
79 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
81 return !!This->modified_areas;
84 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
88 for(i = 0; i < This->modified_areas; i++)
90 if (!This->maps[i].offset && This->maps[i].size == This->resource.size)
98 /* Context activation is done by the caller */
99 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
101 if(!This->buffer_object) return;
104 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
105 checkGLcall("glDeleteBuffersARB");
107 This->buffer_object = 0;
111 wined3d_event_query_destroy(This->query);
114 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
120 GLenum error, gl_usage;
122 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
123 This, debug_d3dusage(This->resource.usage));
127 /* Make sure that the gl error is cleared. Do not use checkGLcall
128 * here because checkGLcall just prints a fixme and continues. However,
129 * if an error during VBO creation occurs we can fall back to non-vbo operation
130 * with full functionality(but performance loss)
132 while (glGetError() != GL_NO_ERROR);
134 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
135 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
136 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
137 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
138 * to check if the rhw and color values are in the correct format.
141 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
142 error = glGetError();
143 if (!This->buffer_object || error != GL_NO_ERROR)
145 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
150 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
152 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
154 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
155 error = glGetError();
156 if (error != GL_NO_ERROR)
158 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
163 /* Don't use static, because dx apps tend to update the buffer
164 * quite often even if they specify 0 usage.
166 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
168 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
169 gl_usage = GL_STREAM_DRAW_ARB;
171 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
173 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
174 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
175 This->flags |= WINED3D_BUFFER_FLUSH;
177 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
178 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
179 This->flags |= WINED3D_BUFFER_APPLESYNC;
181 /* No setup is needed here for GL_ARB_map_buffer_range */
185 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
186 gl_usage = GL_DYNAMIC_DRAW_ARB;
189 /* Reserve memory for the buffer. The amount of data won't change
190 * so we are safe with calling glBufferData once and
191 * calling glBufferSubData on updates. Upload the actual data in case
192 * we're not double buffering, so we can release the heap mem afterwards
194 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
195 error = glGetError();
197 if (error != GL_NO_ERROR)
199 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
203 This->buffer_object_size = This->resource.size;
204 This->buffer_object_usage = gl_usage;
206 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
208 if(!buffer_add_dirty_area(This, 0, 0))
210 ERR("buffer_add_dirty_area failed, this is not expected\n");
216 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
217 This->resource.allocatedMemory = NULL;
218 This->resource.heapMemory = NULL;
224 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
225 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
226 delete_gl_buffer(This, gl_info);
227 buffer_clear_dirty_areas(This);
230 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
231 const enum wined3d_buffer_conversion_type conversion_type,
232 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
234 DWORD offset = This->resource.device->stateBlock->state.streams[attrib->stream_idx].offset;
240 /* Check for some valid situations which cause us pain. One is if the buffer is used for
241 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
242 * with different strides. In the 2nd case we might have to drop conversion entirely,
243 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
247 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
248 debug_d3dformat(attrib->format->id));
250 else if(attrib->stride != *stride_this_run && *stride_this_run)
252 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
256 *stride_this_run = attrib->stride;
257 if (This->stride != *stride_this_run)
259 /* We rely that this happens only on the first converted attribute that is found,
260 * if at all. See above check
262 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
263 This->stride = *stride_this_run;
264 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
265 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
266 sizeof(*This->conversion_map) * This->stride);
271 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
272 attrib_size = attrib->format->component_count * attrib->format->component_size;
273 for (i = 0; i < attrib_size; ++i)
275 DWORD_PTR idx = (data + i) % This->stride;
276 if (This->conversion_map[idx] != conversion_type)
278 TRACE("Byte %ld in vertex changed\n", idx);
279 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
281 This->conversion_map[idx] = conversion_type;
288 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
289 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
290 DWORD *stride_this_run, BOOL *float16_used)
292 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
293 IWineD3DDeviceImpl *device = This->resource.device;
294 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
295 enum wined3d_format_id format;
298 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
299 * there, on nonexistent attribs the vbo is 0.
301 if (!(si->use_map & (1 << attrib_idx))
302 || attrib->buffer_object != This->buffer_object)
305 format = attrib->format->id;
306 /* Look for newly appeared conversion */
307 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
308 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
310 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
312 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
313 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
314 *float16_used = TRUE;
316 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
318 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
320 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
322 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
324 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
326 else if (This->conversion_map)
328 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
334 static UINT *find_conversion_shift(struct wined3d_buffer *This,
335 const struct wined3d_stream_info *strided, UINT stride)
337 UINT *ret, i, j, shift, orig_type_size;
345 This->conversion_stride = stride;
346 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
347 for (i = 0; i < MAX_ATTRIBS; ++i)
349 enum wined3d_format_id format;
351 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
353 format = strided->elements[i].format->id;
354 if (format == WINED3DFMT_R16G16_FLOAT)
358 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
361 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
364 for (j = 4; j < 8; ++j)
366 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
373 This->conversion_stride += shift;
377 orig_type_size = strided->elements[i].format->component_count
378 * strided->elements[i].format->component_size;
379 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
388 TRACE("Dumping conversion shift:\n");
389 for (i = 0; i < stride; ++i)
391 TRACE("[%d]", ret[i]);
399 static BOOL buffer_find_decl(struct wined3d_buffer *This)
401 IWineD3DDeviceImpl *device = This->resource.device;
402 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
403 const struct wined3d_stream_info *si = &device->strided_streams;
404 const struct wined3d_state *state = &device->stateBlock->state;
405 UINT stride_this_run = 0;
406 BOOL float16_used = FALSE;
410 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
411 * Once we have our declaration there is no need to look it up again. Index buffers also never need
412 * conversion, so once the (empty) conversion structure is created don't bother checking again
414 if (This->flags & WINED3D_BUFFER_HASDESC)
416 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
419 TRACE("Finding vertex buffer conversion information\n");
420 /* Certain declaration types need some fixups before we can pass them to
421 * opengl. This means D3DCOLOR attributes with fixed function vertex
422 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
423 * GL_ARB_half_float_vertex is not supported.
425 * Note for d3d8 and d3d9:
426 * The vertex buffer FVF doesn't help with finding them, we have to use
427 * the decoded vertex declaration and pick the things that concern the
428 * current buffer. A problem with this is that this can change between
429 * draws, so we have to validate the information and reprocess the buffer
430 * if it changes, and avoid false positives for performance reasons.
431 * WineD3D doesn't even know the vertex buffer any more, it is managed
432 * by the client libraries and passed to SetStreamSource and ProcessVertices
435 * We have to distinguish between vertex shaders and fixed function to
436 * pick the way we access the strided vertex information.
438 * This code sets up a per-byte array with the size of the detected
439 * stride of the arrays in the buffer. For each byte we have a field
440 * that marks the conversion needed on this byte. For example, the
441 * following declaration with fixed function vertex processing:
449 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
450 * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
452 * Where in this example map P means 4 component position conversion, 0
453 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
454 * conversion (red / blue swizzle).
456 * If we're doing conversion and the stride changes we have to reconvert
457 * the whole buffer. Note that we do not mind if the semantic changes,
458 * we only care for the conversion type. So if the NORMAL is replaced
459 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
460 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
461 * conversion types depend on the semantic as well, for example a FLOAT4
462 * texcoord needs no conversion while a FLOAT4 positiont needs one
467 /* If the current vertex declaration is marked for no half float conversion don't bother to
468 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
469 * if we used conversion before
471 if (!state->vertex_declaration->half_float_conv_needed)
473 if (This->conversion_map)
475 TRACE("Now using shaders without conversion, but conversion used before\n");
476 HeapFree(GetProcessHeap(), 0, This->conversion_map);
477 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
478 This->conversion_map = NULL;
480 This->conversion_shift = NULL;
481 This->conversion_stride = 0;
489 for (i = 0; i < MAX_ATTRIBS; ++i)
491 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
494 /* Recalculate the conversion shift map if the declaration has changed,
495 * and we're using float16 conversion or used it on the last run
497 if (ret && (float16_used || This->conversion_map))
499 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
500 This->conversion_shift = find_conversion_shift(This, si, This->stride);
505 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
506 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
507 * the attributes that our current fixed function pipeline implementation cares for.
509 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
510 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
511 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
512 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
513 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
514 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
515 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
516 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
517 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
518 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
519 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
520 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
521 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
522 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
523 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
524 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
525 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
526 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
527 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
528 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
529 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
530 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
531 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
532 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
533 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
535 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
538 if (!stride_this_run && This->conversion_map)
541 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
542 HeapFree(GetProcessHeap(), 0, This->conversion_map);
543 This->conversion_map = NULL;
547 if (ret) TRACE("Conversion information changed\n");
552 /* Context activation is done by the caller. */
553 static void buffer_check_buffer_object_size(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
555 UINT size = This->conversion_stride ?
556 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
557 if (This->buffer_object_size != size)
559 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
561 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
563 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
566 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
567 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
569 buffer_get_sysmem(This, gl_info);
573 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
574 checkGLcall("glBindBufferARB");
575 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
576 This->buffer_object_size = size;
577 checkGLcall("glBufferDataARB");
582 static inline void fixup_d3dcolor(DWORD *dst_color)
584 DWORD src_color = *dst_color;
586 /* Color conversion like in drawStridedSlow. watch out for little endianity
587 * If we want that stuff to work on big endian machines too we have to consider more things
589 * 0xff000000: Alpha mask
590 * 0x00ff0000: Blue mask
591 * 0x0000ff00: Green mask
592 * 0x000000ff: Red mask
595 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
596 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
597 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
600 static inline void fixup_transformed_pos(float *p)
602 /* rhw conversion like in position_float4(). */
603 if (p[3] != 1.0f && p[3] != 0.0f)
605 float w = 1.0f / p[3];
613 /* Context activation is done by the caller. */
614 const BYTE *buffer_get_memory(struct wined3d_buffer *buffer,
615 const struct wined3d_gl_info *gl_info, GLuint *buffer_object)
617 *buffer_object = buffer->buffer_object;
618 if (!buffer->buffer_object)
620 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
622 buffer_create_buffer_object(buffer, gl_info);
623 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
624 if (buffer->buffer_object)
626 *buffer_object = buffer->buffer_object;
630 return buffer->resource.allocatedMemory;
638 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
640 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
642 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
647 /* Context activation is done by the caller. */
648 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
650 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
651 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
653 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
654 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
656 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
658 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
662 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
663 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
665 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
667 return This->resource.allocatedMemory;
670 /* Do not call while under the GL lock. */
671 static void buffer_unload(struct wined3d_resource *resource)
673 struct wined3d_buffer *buffer = buffer_from_resource(resource);
675 TRACE("buffer %p.\n", buffer);
677 if (buffer->buffer_object)
679 IWineD3DDeviceImpl *device = resource->device;
680 struct wined3d_context *context;
682 context = context_acquire(device, NULL);
684 /* Download the buffer, but don't permanently enable double buffering */
685 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
687 buffer_get_sysmem(buffer, context->gl_info);
688 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
691 delete_gl_buffer(buffer, context->gl_info);
692 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
693 buffer_clear_dirty_areas(buffer);
695 context_release(context);
697 HeapFree(GetProcessHeap(), 0, buffer->conversion_shift);
698 buffer->conversion_shift = NULL;
699 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
700 buffer->conversion_map = NULL;
702 buffer->conversion_stride = 0;
703 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
706 resource_unload(resource);
709 /* Do not call while under the GL lock. */
710 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
712 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
714 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
718 buffer_unload(&buffer->resource);
719 resource_cleanup(&buffer->resource);
720 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
721 HeapFree(GetProcessHeap(), 0, buffer->maps);
722 HeapFree(GetProcessHeap(), 0, buffer);
728 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
730 TRACE("buffer %p.\n", buffer);
732 return buffer->resource.parent;
735 HRESULT CDECL wined3d_buffer_set_private_data(struct wined3d_buffer *buffer,
736 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
738 return resource_set_private_data(&buffer->resource, guid, data, data_size, flags);
741 HRESULT CDECL wined3d_buffer_get_private_data(const struct wined3d_buffer *buffer,
742 REFGUID guid, void *data, DWORD *data_size)
744 return resource_get_private_data(&buffer->resource, guid, data, data_size);
747 HRESULT CDECL wined3d_buffer_free_private_data(struct wined3d_buffer *buffer, REFGUID guid)
749 return resource_free_private_data(&buffer->resource, guid);
752 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
754 return resource_set_priority(&buffer->resource, priority);
757 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
759 return resource_get_priority(&buffer->resource);
762 /* The caller provides a context and binds the buffer */
763 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
765 enum wined3d_event_query_result ret;
767 /* No fencing needs to be done if the app promises not to overwrite
769 if(flags & WINED3DLOCK_NOOVERWRITE) return;
770 if(flags & WINED3DLOCK_DISCARD)
773 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
774 checkGLcall("glBufferDataARB\n");
781 TRACE("Creating event query for buffer %p\n", This);
783 if (!wined3d_event_query_supported(gl_info))
785 FIXME("Event queries not supported, dropping async buffer locks.\n");
789 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
792 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
796 /* Since we don't know about old draws a glFinish is needed once */
800 TRACE("Synchronizing buffer %p\n", This);
801 ret = wined3d_event_query_finish(This->query, This->resource.device);
804 case WINED3D_EVENT_QUERY_NOT_STARTED:
805 case WINED3D_EVENT_QUERY_OK:
809 case WINED3D_EVENT_QUERY_WRONG_THREAD:
810 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
814 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
821 wined3d_event_query_destroy(This->query);
827 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
828 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
830 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
833 /* The caller provides a GL context */
834 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
837 UINT start = 0, len = 0;
841 /* This potentially invalidates the element array buffer binding, but the
842 * caller always takes care of this. */
843 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
844 checkGLcall("glBindBufferARB");
845 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
848 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
849 if (flags & WINED3D_BUFFER_DISCARD)
851 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
853 else if (flags & WINED3D_BUFFER_NOSYNC)
855 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
857 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
858 This->resource.size, mapflags));
859 checkGLcall("glMapBufferRange");
863 if (This->flags & WINED3D_BUFFER_APPLESYNC)
866 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
867 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
869 buffer_sync_apple(This, syncflags, gl_info);
872 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
873 checkGLcall("glMapBufferARB");
878 ERR("Failed to map opengl buffer\n");
882 while (This->modified_areas)
884 This->modified_areas--;
885 start = This->maps[This->modified_areas].offset;
886 len = This->maps[This->modified_areas].size;
888 memcpy(map + start, This->resource.allocatedMemory + start, len);
890 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
892 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
893 checkGLcall("glFlushMappedBufferRange");
895 else if (This->flags & WINED3D_BUFFER_FLUSH)
897 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
898 checkGLcall("glFlushMappedBufferRangeAPPLE");
901 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
902 checkGLcall("glUnmapBufferARB");
907 /* Do not call while under the GL lock. */
908 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
910 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
911 IWineD3DDeviceImpl *device = buffer->resource.device;
912 UINT start = 0, end = 0, len = 0, vertices;
913 const struct wined3d_gl_info *gl_info;
914 struct wined3d_context *context;
915 BOOL decl_changed = FALSE;
919 TRACE("buffer %p.\n", buffer);
921 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
923 context = context_acquire(device, NULL);
924 gl_info = context->gl_info;
926 if (!buffer->buffer_object)
928 /* TODO: Make converting independent from VBOs */
929 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
931 buffer_create_buffer_object(buffer, gl_info);
932 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
936 /* Not doing any conversion */
941 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
942 if (device->isInDraw && buffer->bind_count > 0)
944 decl_changed = buffer_find_decl(buffer);
945 buffer->flags |= WINED3D_BUFFER_HASDESC;
948 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
950 context_release(context);
951 ++buffer->draw_count;
952 if (buffer->draw_count > VB_RESETDECLCHANGE)
953 buffer->decl_change_count = 0;
954 if (buffer->draw_count > VB_RESETFULLCONVS)
955 buffer->full_conversion_count = 0;
959 /* If applications change the declaration over and over, reconverting all the time is a huge
960 * performance hit. So count the declaration changes and release the VBO if there are too many
961 * of them (and thus stop converting)
965 ++buffer->decl_change_count;
966 buffer->draw_count = 0;
968 if (buffer->decl_change_count > VB_MAXDECLCHANGES
969 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
971 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
973 buffer_unload(&buffer->resource);
974 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
976 /* The stream source state handler might have read the memory of
977 * the vertex buffer already and got the memory in the vbo which
978 * is not valid any longer. Dirtify the stream source to force a
979 * reload. This happens only once per changed vertexbuffer and
980 * should occur rather rarely. */
981 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
984 buffer_check_buffer_object_size(buffer, gl_info);
986 /* The declaration changed, reload the whole buffer */
987 WARN("Reloading buffer because of decl change\n");
988 buffer_clear_dirty_areas(buffer);
989 if (!buffer_add_dirty_area(buffer, 0, 0))
991 ERR("buffer_add_dirty_area failed, this is not expected\n");
994 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
995 * cleared for unsynchronized updates
1001 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1002 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1003 * decl changes and reset the decl change count after a specific number of them
1005 if (buffer_is_fully_dirty(buffer))
1007 ++buffer->full_conversion_count;
1008 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
1010 FIXME("Too many full buffer conversions, stopping converting.\n");
1011 buffer_unload(&buffer->resource);
1012 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1013 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1019 ++buffer->draw_count;
1020 if (buffer->draw_count > VB_RESETDECLCHANGE)
1021 buffer->decl_change_count = 0;
1022 if (buffer->draw_count > VB_RESETFULLCONVS)
1023 buffer->full_conversion_count = 0;
1027 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1028 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
1030 if (!buffer->conversion_map)
1032 /* That means that there is nothing to fixup. Just upload from
1033 * buffer->resource.allocatedMemory directly into the vbo. Do not
1034 * free the system memory copy because drawPrimitive may need it if
1035 * the stride is 0, for instancing emulation, vertex blending
1036 * emulation or shader emulation. */
1037 TRACE("No conversion needed.\n");
1039 /* Nothing to do because we locked directly into the vbo */
1040 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1042 context_release(context);
1046 buffer_direct_upload(buffer, context->gl_info, flags);
1048 context_release(context);
1052 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1054 buffer_get_sysmem(buffer, gl_info);
1057 /* Now for each vertex in the buffer that needs conversion */
1058 vertices = buffer->resource.size / buffer->stride;
1060 if (buffer->conversion_shift)
1062 TRACE("Shifted conversion\n");
1063 data = HeapAlloc(GetProcessHeap(), 0, vertices * buffer->conversion_stride);
1066 len = buffer->resource.size;
1069 if (buffer->maps[0].offset || buffer->maps[0].size != buffer->resource.size)
1071 FIXME("Implement partial buffer load with shifted conversion\n");
1074 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
1076 for (j = 0; j < buffer->stride; ++j)
1078 switch (buffer->conversion_map[j])
1081 data[buffer->conversion_stride * i + j + buffer->conversion_shift[j]]
1082 = buffer->resource.allocatedMemory[buffer->stride * i + j];
1085 case CONV_FLOAT16_2:
1087 float *out = (float *)(&data[buffer->conversion_stride * i + j + buffer->conversion_shift[j]]);
1088 const WORD *in = (WORD *)(&buffer->resource.allocatedMemory[i * buffer->stride + j]);
1090 out[1] = float_16_to_32(in + 1);
1091 out[0] = float_16_to_32(in + 0);
1092 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1097 FIXME("Unimplemented conversion %#x in shifted conversion.\n", buffer->conversion_map[j]);
1104 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1105 checkGLcall("glBindBufferARB");
1106 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, 0, vertices * buffer->conversion_stride, data));
1107 checkGLcall("glBufferSubDataARB");
1112 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
1114 while (buffer->modified_areas)
1116 buffer->modified_areas--;
1117 start = buffer->maps[buffer->modified_areas].offset;
1118 len = buffer->maps[buffer->modified_areas].size;
1121 memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
1122 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
1124 for (j = 0; j < buffer->stride; ++j)
1126 switch (buffer->conversion_map[j])
1133 fixup_d3dcolor((DWORD *)(data + i * buffer->stride + j));
1137 case CONV_POSITIONT:
1138 fixup_transformed_pos((float *)(data + i * buffer->stride + j));
1142 case CONV_FLOAT16_2:
1143 ERR("Did not expect FLOAT16 conversion in unshifted conversion.\n");
1145 FIXME("Unimplemented conversion %u in unshifted conversion.\n", buffer->conversion_map[j]);
1151 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1152 checkGLcall("glBindBufferARB");
1153 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
1154 checkGLcall("glBufferSubDataARB");
1159 HeapFree(GetProcessHeap(), 0, data);
1162 context_release(context);
1165 WINED3DRESOURCETYPE CDECL wined3d_buffer_get_type(const struct wined3d_buffer *buffer)
1167 return resource_get_type(&buffer->resource);
1170 static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
1172 /* Not all flags make sense together, but Windows never returns an error. Catch the
1173 * cases that could cause issues */
1174 if(flags & WINED3DLOCK_READONLY)
1176 if(flags & WINED3DLOCK_DISCARD)
1178 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1181 if(flags & WINED3DLOCK_NOOVERWRITE)
1183 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1187 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1189 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1192 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1194 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1201 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1205 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1207 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1209 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1210 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1214 ret |= GL_MAP_READ_BIT;
1220 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
1222 TRACE("buffer %p.\n", buffer);
1224 return &buffer->resource;
1227 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1229 BOOL dirty = buffer_is_dirty(buffer);
1232 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
1234 flags = buffer_sanitize_flags(buffer, flags);
1235 if (!(flags & WINED3DLOCK_READONLY))
1237 if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY;
1240 count = InterlockedIncrement(&buffer->lock_count);
1242 if (buffer->buffer_object)
1244 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1248 IWineD3DDeviceImpl *device = buffer->resource.device;
1249 struct wined3d_context *context;
1250 const struct wined3d_gl_info *gl_info;
1252 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1253 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
1255 context = context_acquire(device, NULL);
1256 gl_info = context->gl_info;
1258 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1260 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1262 GLbitfield mapflags = buffer_gl_map_flags(flags);
1263 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1264 0, buffer->resource.size, mapflags));
1265 checkGLcall("glMapBufferRange");
1269 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1272 buffer_sync_apple(buffer, flags, gl_info);
1275 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
1276 GL_READ_WRITE_ARB));
1277 checkGLcall("glMapBufferARB");
1281 if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1283 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation.\n",
1284 buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1287 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1288 checkGLcall("glUnmapBufferARB");
1290 buffer->resource.allocatedMemory = NULL;
1292 buffer_get_sysmem(buffer, gl_info);
1293 TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
1295 context_release(context);
1302 if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1304 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1307 else if(flags & WINED3DLOCK_NOOVERWRITE)
1309 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1312 if (flags & WINED3DLOCK_DISCARD)
1314 buffer->flags |= WINED3D_BUFFER_DISCARD;
1319 *data = buffer->resource.allocatedMemory + offset;
1321 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
1322 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1327 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1331 TRACE("buffer %p.\n", buffer);
1333 /* In the case that the number of Unmap calls > the
1334 * number of Map calls, d3d returns always D3D_OK.
1335 * This is also needed to prevent Map from returning garbage on
1336 * the next call (this will happen if the lock_count is < 0). */
1337 if (!buffer->lock_count)
1339 WARN("Unmap called without a previous map call.\n");
1343 if (InterlockedDecrement(&buffer->lock_count))
1345 /* Delay loading the buffer until everything is unlocked */
1346 TRACE("Ignoring unmap.\n");
1350 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1352 IWineD3DDeviceImpl *device = buffer->resource.device;
1353 const struct wined3d_gl_info *gl_info;
1354 struct wined3d_context *context;
1356 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1358 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
1361 context = context_acquire(device, NULL);
1362 gl_info = context->gl_info;
1364 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1366 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1368 for (i = 0; i < buffer->modified_areas; ++i)
1370 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1371 buffer->maps[i].offset, buffer->maps[i].size));
1372 checkGLcall("glFlushMappedBufferRange");
1375 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1377 for (i = 0; i < buffer->modified_areas; ++i)
1379 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1380 buffer->maps[i].offset, buffer->maps[i].size));
1381 checkGLcall("glFlushMappedBufferRangeAPPLE");
1385 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1387 context_release(context);
1389 buffer->resource.allocatedMemory = NULL;
1390 buffer_clear_dirty_areas(buffer);
1392 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1394 wined3d_buffer_preload(buffer);
1398 static const struct wined3d_resource_ops buffer_resource_ops =
1403 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1404 UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
1405 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1407 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1408 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1410 BOOL dynamic_buffer_ok;
1414 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1415 return WINED3DERR_INVALIDCALL;
1418 hr = resource_init(&buffer->resource, device, WINED3DRTYPE_BUFFER, format,
1419 WINED3DMULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1420 parent, parent_ops, &buffer_resource_ops);
1423 WARN("Failed to initialize resource, hr %#x\n", hr);
1426 buffer->buffer_type_hint = bind_hint;
1428 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1429 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1431 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1432 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1434 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1435 * drawStridedFast (half-life 2 and others).
1437 * Basically converting the vertices in the buffer is quite expensive, and observations
1438 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1439 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1441 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1443 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1445 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1447 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1449 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1451 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1455 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1462 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1465 ERR("Failed to map buffer, hr %#x\n", hr);
1466 buffer_unload(&buffer->resource);
1467 resource_cleanup(&buffer->resource);
1471 memcpy(ptr, data, size);
1473 wined3d_buffer_unmap(buffer);
1476 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1479 ERR("Out of memory\n");
1480 buffer_unload(&buffer->resource);
1481 resource_cleanup(&buffer->resource);
1482 return E_OUTOFMEMORY;
1484 buffer->maps_size = 1;