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 /* IUnknown methods */
640 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
641 REFIID riid, void **object)
643 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
645 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
646 || IsEqualGUID(riid, &IID_IWineD3DResource)
647 || IsEqualGUID(riid, &IID_IWineD3DBase)
648 || IsEqualGUID(riid, &IID_IUnknown))
650 IUnknown_AddRef(iface);
655 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
659 return E_NOINTERFACE;
662 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
664 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
665 ULONG refcount = InterlockedIncrement(&This->resource.ref);
667 TRACE("%p increasing refcount to %u\n", This, refcount);
672 /* Context activation is done by the caller. */
673 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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;
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));
681 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
683 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
687 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
688 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
690 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
692 return This->resource.allocatedMemory;
695 /* Do not call while under the GL lock. */
696 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
698 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
700 TRACE("iface %p\n", iface);
702 if (This->buffer_object)
704 IWineD3DDeviceImpl *device = This->resource.device;
705 struct wined3d_context *context;
707 context = context_acquire(device, NULL);
709 /* Download the buffer, but don't permanently enable double buffering */
710 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
712 buffer_get_sysmem(This, context->gl_info);
713 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
716 delete_gl_buffer(This, context->gl_info);
717 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
718 buffer_clear_dirty_areas(This);
720 context_release(context);
722 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
723 This->conversion_shift = NULL;
724 HeapFree(GetProcessHeap(), 0, This->conversion_map);
725 This->conversion_map = NULL;
727 This->conversion_stride = 0;
728 This->flags &= ~WINED3D_BUFFER_HASDESC;
731 resource_unload((IWineD3DResourceImpl *)This);
734 /* Do not call while under the GL lock. */
735 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
737 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
738 ULONG refcount = InterlockedDecrement(&This->resource.ref);
740 TRACE("%p decreasing refcount to %u\n", This, refcount);
744 buffer_UnLoad(iface);
745 resource_cleanup((IWineD3DResource *)iface);
746 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
747 HeapFree(GetProcessHeap(), 0, This->maps);
748 HeapFree(GetProcessHeap(), 0, This);
754 /* IWineD3DBase methods */
755 static void * STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface)
757 TRACE("iface %p.\n", iface);
759 return ((struct wined3d_buffer *)iface)->resource.parent;
762 /* IWineD3DResource methods */
764 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
765 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
767 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
770 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
771 REFGUID guid, void *data, DWORD *data_size)
773 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
776 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
778 return resource_free_private_data((IWineD3DResource *)iface, guid);
781 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
783 return resource_set_priority((IWineD3DResource *)iface, priority);
786 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
788 return resource_get_priority((IWineD3DResource *)iface);
791 /* The caller provides a context and binds the buffer */
792 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
794 enum wined3d_event_query_result ret;
796 /* No fencing needs to be done if the app promises not to overwrite
798 if(flags & WINED3DLOCK_NOOVERWRITE) return;
799 if(flags & WINED3DLOCK_DISCARD)
802 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
803 checkGLcall("glBufferDataARB\n");
810 TRACE("Creating event query for buffer %p\n", This);
812 if (!wined3d_event_query_supported(gl_info))
814 FIXME("Event queries not supported, dropping async buffer locks.\n");
818 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
821 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
825 /* Since we don't know about old draws a glFinish is needed once */
829 TRACE("Synchronizing buffer %p\n", This);
830 ret = wined3d_event_query_finish(This->query, This->resource.device);
833 case WINED3D_EVENT_QUERY_NOT_STARTED:
834 case WINED3D_EVENT_QUERY_OK:
838 case WINED3D_EVENT_QUERY_WRONG_THREAD:
839 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
843 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
850 wined3d_event_query_destroy(This->query);
856 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
857 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
859 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
862 /* The caller provides a GL context */
863 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
866 UINT start = 0, len = 0;
870 /* This potentially invalidates the element array buffer binding, but the
871 * caller always takes care of this. */
872 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
873 checkGLcall("glBindBufferARB");
874 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
877 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
878 if (flags & WINED3D_BUFFER_DISCARD)
880 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
882 else if (flags & WINED3D_BUFFER_NOSYNC)
884 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
886 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
887 This->resource.size, mapflags));
888 checkGLcall("glMapBufferRange");
892 if (This->flags & WINED3D_BUFFER_APPLESYNC)
895 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
896 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
898 buffer_sync_apple(This, syncflags, gl_info);
901 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
902 checkGLcall("glMapBufferARB");
907 ERR("Failed to map opengl buffer\n");
911 while (This->modified_areas)
913 This->modified_areas--;
914 start = This->maps[This->modified_areas].offset;
915 len = This->maps[This->modified_areas].size;
917 memcpy(map + start, This->resource.allocatedMemory + start, len);
919 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
921 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
922 checkGLcall("glFlushMappedBufferRange");
924 else if (This->flags & WINED3D_BUFFER_FLUSH)
926 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
927 checkGLcall("glFlushMappedBufferRangeAPPLE");
930 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
931 checkGLcall("glUnmapBufferARB");
936 /* Do not call while under the GL lock. */
937 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
939 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
940 IWineD3DDeviceImpl *device = This->resource.device;
941 UINT start = 0, end = 0, len = 0, vertices;
942 const struct wined3d_gl_info *gl_info;
943 struct wined3d_context *context;
944 BOOL decl_changed = FALSE;
947 DWORD flags = This->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
949 TRACE("iface %p\n", iface);
950 This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
952 context = context_acquire(device, NULL);
953 gl_info = context->gl_info;
955 if (!This->buffer_object)
957 /* TODO: Make converting independent from VBOs */
958 if (This->flags & WINED3D_BUFFER_CREATEBO)
960 buffer_create_buffer_object(This, gl_info);
961 This->flags &= ~WINED3D_BUFFER_CREATEBO;
965 /* Not doing any conversion */
970 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
971 if (device->isInDraw && This->bind_count > 0)
973 decl_changed = buffer_find_decl(This);
974 This->flags |= WINED3D_BUFFER_HASDESC;
977 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
979 context_release(context);
981 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
982 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
986 /* If applications change the declaration over and over, reconverting all the time is a huge
987 * performance hit. So count the declaration changes and release the VBO if there are too many
988 * of them (and thus stop converting)
992 ++This->decl_change_count;
993 This->draw_count = 0;
995 if (This->decl_change_count > VB_MAXDECLCHANGES ||
996 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
998 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
1000 IWineD3DBuffer_UnLoad(iface);
1001 This->flags &= ~WINED3D_BUFFER_CREATEBO;
1003 /* The stream source state handler might have read the memory of the vertex buffer already
1004 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
1005 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
1008 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1011 buffer_check_buffer_object_size(This, gl_info);
1013 /* The declaration changed, reload the whole buffer */
1014 WARN("Reloading buffer because of decl change\n");
1015 buffer_clear_dirty_areas(This);
1016 if(!buffer_add_dirty_area(This, 0, 0))
1018 ERR("buffer_add_dirty_area failed, this is not expected\n");
1021 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1022 * cleared for unsynchronized updates
1028 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1029 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1030 * decl changes and reset the decl change count after a specific number of them
1032 if(buffer_is_fully_dirty(This))
1034 ++This->full_conversion_count;
1035 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
1037 FIXME("Too many full buffer conversions, stopping converting\n");
1038 IWineD3DBuffer_UnLoad(iface);
1039 This->flags &= ~WINED3D_BUFFER_CREATEBO;
1040 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1047 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
1048 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
1052 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1054 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1057 if (!This->conversion_map)
1059 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
1060 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
1061 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
1063 TRACE("No conversion needed\n");
1065 /* Nothing to do because we locked directly into the vbo */
1066 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1068 context_release(context);
1072 buffer_direct_upload(This, context->gl_info, flags);
1074 context_release(context);
1078 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1080 buffer_get_sysmem(This, gl_info);
1083 /* Now for each vertex in the buffer that needs conversion */
1084 vertices = This->resource.size / This->stride;
1086 if (This->conversion_shift)
1088 TRACE("Shifted conversion\n");
1089 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
1092 len = This->resource.size;
1095 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
1097 FIXME("Implement partial buffer load with shifted conversion\n");
1100 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1102 for (j = 0; j < This->stride; ++j)
1104 switch(This->conversion_map[j])
1107 data[This->conversion_stride * i + j + This->conversion_shift[j]]
1108 = This->resource.allocatedMemory[This->stride * i + j];
1111 case CONV_FLOAT16_2:
1113 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
1114 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
1116 out[1] = float_16_to_32(in + 1);
1117 out[0] = float_16_to_32(in + 0);
1118 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1123 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1130 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1131 checkGLcall("glBindBufferARB");
1132 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
1133 checkGLcall("glBufferSubDataARB");
1138 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
1140 while(This->modified_areas)
1142 This->modified_areas--;
1143 start = This->maps[This->modified_areas].offset;
1144 len = This->maps[This->modified_areas].size;
1147 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
1148 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
1150 for (j = 0; j < This->stride; ++j)
1152 switch(This->conversion_map[j])
1159 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
1163 case CONV_POSITIONT:
1164 fixup_transformed_pos((float *) (data + i * This->stride + j));
1168 case CONV_FLOAT16_2:
1169 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1171 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1177 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1178 checkGLcall("glBindBufferARB");
1179 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1180 checkGLcall("glBufferSubDataARB");
1185 HeapFree(GetProcessHeap(), 0, data);
1188 context_release(context);
1191 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1193 return resource_get_type((IWineD3DResource *)iface);
1196 /* IWineD3DBuffer methods */
1198 static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
1200 /* Not all flags make sense together, but Windows never returns an error. Catch the
1201 * cases that could cause issues */
1202 if(flags & WINED3DLOCK_READONLY)
1204 if(flags & WINED3DLOCK_DISCARD)
1206 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1209 if(flags & WINED3DLOCK_NOOVERWRITE)
1211 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1215 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1217 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1220 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1222 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1229 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1233 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1235 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1237 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1238 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1242 ret |= GL_MAP_READ_BIT;
1248 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1250 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1252 BOOL dirty = buffer_is_dirty(This);
1254 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1256 flags = buffer_sanitize_flags(This, flags);
1257 if (!(flags & WINED3DLOCK_READONLY))
1259 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1262 count = InterlockedIncrement(&This->lock_count);
1264 if (This->buffer_object)
1266 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1270 IWineD3DDeviceImpl *device = This->resource.device;
1271 struct wined3d_context *context;
1272 const struct wined3d_gl_info *gl_info;
1274 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1276 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1279 context = context_acquire(device, NULL);
1280 gl_info = context->gl_info;
1282 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1284 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1286 GLbitfield mapflags = buffer_gl_map_flags(flags);
1287 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
1288 This->resource.size, mapflags));
1289 checkGLcall("glMapBufferRange");
1293 if(This->flags & WINED3D_BUFFER_APPLESYNC)
1296 buffer_sync_apple(This, flags, gl_info);
1299 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1300 checkGLcall("glMapBufferARB");
1304 if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1306 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
1307 This->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1310 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1311 checkGLcall("glUnmapBufferARB");
1313 This->resource.allocatedMemory = NULL;
1315 buffer_get_sysmem(This, gl_info);
1316 TRACE("New pointer is %p\n", This->resource.allocatedMemory);
1318 context_release(context);
1325 if (This->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1327 This->flags &= ~WINED3D_BUFFER_NOSYNC;
1330 else if(flags & WINED3DLOCK_NOOVERWRITE)
1332 This->flags |= WINED3D_BUFFER_NOSYNC;
1335 if (flags & WINED3DLOCK_DISCARD)
1337 This->flags |= WINED3D_BUFFER_DISCARD;
1342 *data = This->resource.allocatedMemory + offset;
1344 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1345 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1350 static void STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1352 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1355 TRACE("(%p)\n", This);
1357 /* In the case that the number of Unmap calls > the
1358 * number of Map calls, d3d returns always D3D_OK.
1359 * This is also needed to prevent Map from returning garbage on
1360 * the next call (this will happen if the lock_count is < 0). */
1361 if (!This->lock_count)
1363 WARN("Unmap called without a previous Map call.\n");
1367 if (InterlockedDecrement(&This->lock_count))
1369 /* Delay loading the buffer until everything is unlocked */
1370 TRACE("Ignoring unlock\n");
1374 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1376 IWineD3DDeviceImpl *device = This->resource.device;
1377 const struct wined3d_gl_info *gl_info;
1378 struct wined3d_context *context;
1380 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1382 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1385 context = context_acquire(device, NULL);
1386 gl_info = context->gl_info;
1388 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1390 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1392 for(i = 0; i < This->modified_areas; i++)
1394 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
1395 This->maps[i].offset,
1396 This->maps[i].size));
1397 checkGLcall("glFlushMappedBufferRange");
1400 else if (This->flags & WINED3D_BUFFER_FLUSH)
1402 for(i = 0; i < This->modified_areas; i++)
1404 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1405 This->maps[i].offset,
1406 This->maps[i].size));
1407 checkGLcall("glFlushMappedBufferRangeAPPLE");
1411 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1413 context_release(context);
1415 This->resource.allocatedMemory = NULL;
1416 buffer_clear_dirty_areas(This);
1418 else if (This->flags & WINED3D_BUFFER_HASDESC)
1420 buffer_PreLoad(iface);
1424 static void STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1426 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1428 TRACE("(%p)\n", This);
1430 desc->Type = This->resource.resourceType;
1431 desc->Usage = This->resource.usage;
1432 desc->Pool = This->resource.pool;
1433 desc->Size = This->resource.size;
1436 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1438 /* IUnknown methods */
1439 buffer_QueryInterface,
1442 /* IWineD3DBase methods */
1444 /* IWineD3DResource methods */
1445 buffer_SetPrivateData,
1446 buffer_GetPrivateData,
1447 buffer_FreePrivateData,
1453 /* IWineD3DBuffer methods */
1459 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1460 UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
1461 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1463 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1464 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1466 BOOL dynamic_buffer_ok;
1470 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1471 return WINED3DERR_INVALIDCALL;
1474 buffer->vtbl = &wined3d_buffer_vtbl;
1476 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1477 device, size, usage, format, pool, parent, parent_ops);
1480 WARN("Failed to initialize resource, hr %#x\n", hr);
1483 buffer->buffer_type_hint = bind_hint;
1485 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1486 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1488 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1489 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1491 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1492 * drawStridedFast (half-life 2 and others).
1494 * Basically converting the vertices in the buffer is quite expensive, and observations
1495 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1496 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1498 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1500 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1502 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1504 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1506 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1508 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1512 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1519 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1522 ERR("Failed to map buffer, hr %#x\n", hr);
1523 buffer_UnLoad((IWineD3DBuffer *)buffer);
1524 resource_cleanup((IWineD3DResource *)buffer);
1528 memcpy(ptr, data, size);
1530 IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1533 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1536 ERR("Out of memory\n");
1537 buffer_UnLoad((IWineD3DBuffer *)buffer);
1538 resource_cleanup((IWineD3DResource *)buffer);
1539 return E_OUTOFMEMORY;
1541 buffer->maps_size = 1;