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 BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
81 return !!buffer->modified_areas;
84 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
88 for (i = 0; i < buffer->modified_areas; ++i)
90 if (!buffer->maps[i].offset && buffer->maps[i].size == buffer->resource.size)
96 /* Context activation is done by the caller */
97 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
99 if(!This->buffer_object) return;
101 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
102 checkGLcall("glDeleteBuffersARB");
103 This->buffer_object = 0;
107 wined3d_event_query_destroy(This->query);
110 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
113 /* Context activation is done by the caller. */
114 static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
116 GLenum error, gl_usage;
118 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
119 This, debug_d3dusage(This->resource.usage));
121 /* Make sure that the gl error is cleared. Do not use checkGLcall
122 * here because checkGLcall just prints a fixme and continues. However,
123 * if an error during VBO creation occurs we can fall back to non-vbo operation
124 * with full functionality(but performance loss)
126 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
128 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
129 * The vertex declaration from the device determines how the data in the
130 * buffer is interpreted. This means that on each draw call the buffer has
131 * to be verified to check if the rhw and color values are in the correct
134 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
135 error = gl_info->gl_ops.gl.p_glGetError();
136 if (!This->buffer_object || error != GL_NO_ERROR)
138 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
142 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
143 device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
144 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
145 error = gl_info->gl_ops.gl.p_glGetError();
146 if (error != GL_NO_ERROR)
148 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
152 /* Don't use static, because dx apps tend to update the buffer
153 * quite often even if they specify 0 usage.
155 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
157 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
158 gl_usage = GL_STREAM_DRAW_ARB;
160 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
162 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
163 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
164 This->flags |= WINED3D_BUFFER_FLUSH;
166 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
167 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
168 This->flags |= WINED3D_BUFFER_APPLESYNC;
170 /* No setup is needed here for GL_ARB_map_buffer_range */
174 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
175 gl_usage = GL_DYNAMIC_DRAW_ARB;
178 /* Reserve memory for the buffer. The amount of data won't change
179 * so we are safe with calling glBufferData once and
180 * calling glBufferSubData on updates. Upload the actual data in case
181 * we're not double buffering, so we can release the heap mem afterwards
183 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
184 error = gl_info->gl_ops.gl.p_glGetError();
185 if (error != GL_NO_ERROR)
187 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
191 This->buffer_object_size = This->resource.size;
192 This->buffer_object_usage = gl_usage;
194 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
196 if(!buffer_add_dirty_area(This, 0, 0))
198 ERR("buffer_add_dirty_area failed, this is not expected\n");
204 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
205 This->resource.allocatedMemory = NULL;
206 This->resource.heapMemory = NULL;
212 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
213 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
214 delete_gl_buffer(This, gl_info);
215 buffer_clear_dirty_areas(This);
218 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
219 const enum wined3d_buffer_conversion_type conversion_type,
220 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
227 /* Check for some valid situations which cause us pain. One is if the buffer is used for
228 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
229 * with different strides. In the 2nd case we might have to drop conversion entirely,
230 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
234 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
235 debug_d3dformat(attrib->format->id));
237 else if(attrib->stride != *stride_this_run && *stride_this_run)
239 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
243 *stride_this_run = attrib->stride;
244 if (This->stride != *stride_this_run)
246 /* We rely that this happens only on the first converted attribute that is found,
247 * if at all. See above check
249 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
250 This->stride = *stride_this_run;
251 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
252 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
253 sizeof(*This->conversion_map) * This->stride);
258 data = ((DWORD_PTR)attrib->data.addr) % This->stride;
259 attrib_size = attrib->format->component_count * attrib->format->component_size;
260 for (i = 0; i < attrib_size; ++i)
262 DWORD_PTR idx = (data + i) % This->stride;
263 if (This->conversion_map[idx] != conversion_type)
265 TRACE("Byte %ld in vertex changed\n", idx);
266 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
268 This->conversion_map[idx] = conversion_type;
275 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
276 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
277 DWORD *stride_this_run)
279 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
280 enum wined3d_format_id format;
283 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
284 * there, on nonexistent attribs the vbo is 0.
286 if (!(si->use_map & (1 << attrib_idx))
287 || attrib->data.buffer_object != This->buffer_object)
290 format = attrib->format->id;
291 /* Look for newly appeared conversion */
292 if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
294 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
296 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
298 else if (is_ffp_position && si->position_transformed)
300 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
302 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
306 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
308 else if (This->conversion_map)
310 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
316 static BOOL buffer_find_decl(struct wined3d_buffer *This)
318 struct wined3d_device *device = This->resource.device;
319 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
320 const struct wined3d_stream_info *si = &device->strided_streams;
321 const struct wined3d_state *state = &device->stateBlock->state;
322 UINT stride_this_run = 0;
324 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
326 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
327 * Once we have our declaration there is no need to look it up again. Index buffers also never need
328 * conversion, so once the (empty) conversion structure is created don't bother checking again
330 if (This->flags & WINED3D_BUFFER_HASDESC)
332 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
337 TRACE("Vertex shaders used, no VBO conversion is needed\n");
338 if(This->conversion_map)
340 HeapFree(GetProcessHeap(), 0, This->conversion_map);
341 This->conversion_map = NULL;
349 TRACE("Finding vertex buffer conversion information\n");
350 /* Certain declaration types need some fixups before we can pass them to
351 * opengl. This means D3DCOLOR attributes with fixed function vertex
352 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
353 * GL_ARB_half_float_vertex is not supported.
355 * Note for d3d8 and d3d9:
356 * The vertex buffer FVF doesn't help with finding them, we have to use
357 * the decoded vertex declaration and pick the things that concern the
358 * current buffer. A problem with this is that this can change between
359 * draws, so we have to validate the information and reprocess the buffer
360 * if it changes, and avoid false positives for performance reasons.
361 * WineD3D doesn't even know the vertex buffer any more, it is managed
362 * by the client libraries and passed to SetStreamSource and ProcessVertices
365 * We have to distinguish between vertex shaders and fixed function to
366 * pick the way we access the strided vertex information.
368 * This code sets up a per-byte array with the size of the detected
369 * stride of the arrays in the buffer. For each byte we have a field
370 * that marks the conversion needed on this byte. For example, the
371 * following declaration with fixed function vertex processing:
379 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
380 * [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]
382 * Where in this example map P means 4 component position conversion, 0
383 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
384 * conversion (red / blue swizzle).
386 * If we're doing conversion and the stride changes we have to reconvert
387 * the whole buffer. Note that we do not mind if the semantic changes,
388 * we only care for the conversion type. So if the NORMAL is replaced
389 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
390 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
391 * conversion types depend on the semantic as well, for example a FLOAT4
392 * texcoord needs no conversion while a FLOAT4 positiont needs one
395 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
396 TRUE, TRUE, FALSE, &stride_this_run) || ret;
397 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
398 TRUE, FALSE, FALSE, &stride_this_run) || ret;
399 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
400 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
401 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
402 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
403 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
404 TRUE, FALSE, FALSE, &stride_this_run) || ret;
405 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
406 TRUE, FALSE, FALSE, &stride_this_run) || ret;
407 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
408 TRUE, FALSE, FALSE, &stride_this_run) || ret;
409 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
410 TRUE, FALSE, FALSE, &stride_this_run) || ret;
411 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
412 TRUE, FALSE, FALSE, &stride_this_run) || ret;
413 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
414 TRUE, FALSE, FALSE, &stride_this_run) || ret;
415 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
416 TRUE, FALSE, FALSE, &stride_this_run) || ret;
417 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
418 TRUE, FALSE, FALSE, &stride_this_run) || ret;
420 if (!stride_this_run && This->conversion_map)
423 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
424 HeapFree(GetProcessHeap(), 0, This->conversion_map);
425 This->conversion_map = NULL;
429 if (ret) TRACE("Conversion information changed\n");
434 static inline void fixup_d3dcolor(DWORD *dst_color)
436 DWORD src_color = *dst_color;
438 /* Color conversion like in drawStridedSlow. watch out for little endianity
439 * If we want that stuff to work on big endian machines too we have to consider more things
441 * 0xff000000: Alpha mask
442 * 0x00ff0000: Blue mask
443 * 0x0000ff00: Green mask
444 * 0x000000ff: Red mask
447 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
448 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
449 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
452 static inline void fixup_transformed_pos(float *p)
454 /* rhw conversion like in position_float4(). */
455 if (p[3] != 1.0f && p[3] != 0.0f)
457 float w = 1.0f / p[3];
465 /* Context activation is done by the caller. */
466 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
467 struct wined3d_bo_address *data)
469 data->buffer_object = buffer->buffer_object;
470 if (!buffer->buffer_object)
472 if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
474 buffer_create_buffer_object(buffer, gl_info);
475 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
476 if (buffer->buffer_object)
478 data->buffer_object = buffer->buffer_object;
483 data->addr = buffer->resource.allocatedMemory;
491 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
493 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
495 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
500 /* Context activation is done by the caller. */
501 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
503 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
504 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
506 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
507 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
509 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
510 device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
512 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
513 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
514 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
516 return This->resource.allocatedMemory;
519 /* Do not call while under the GL lock. */
520 static void buffer_unload(struct wined3d_resource *resource)
522 struct wined3d_buffer *buffer = buffer_from_resource(resource);
524 TRACE("buffer %p.\n", buffer);
526 if (buffer->buffer_object)
528 struct wined3d_device *device = resource->device;
529 struct wined3d_context *context;
531 context = context_acquire(device, NULL);
533 /* Download the buffer, but don't permanently enable double buffering */
534 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
536 buffer_get_sysmem(buffer, context->gl_info);
537 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
540 delete_gl_buffer(buffer, context->gl_info);
541 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
542 buffer_clear_dirty_areas(buffer);
544 context_release(context);
546 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
547 buffer->conversion_map = NULL;
549 buffer->conversion_stride = 0;
550 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
553 resource_unload(resource);
556 /* Do not call while under the GL lock. */
557 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
559 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
561 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
565 buffer_unload(&buffer->resource);
566 resource_cleanup(&buffer->resource);
567 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
568 HeapFree(GetProcessHeap(), 0, buffer->maps);
569 HeapFree(GetProcessHeap(), 0, buffer);
575 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
577 TRACE("buffer %p.\n", buffer);
579 return buffer->resource.parent;
582 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
584 return resource_set_priority(&buffer->resource, priority);
587 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
589 return resource_get_priority(&buffer->resource);
592 /* The caller provides a context and binds the buffer */
593 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
595 enum wined3d_event_query_result ret;
597 /* No fencing needs to be done if the app promises not to overwrite
599 if (flags & WINED3D_MAP_NOOVERWRITE)
602 if (flags & WINED3D_MAP_DISCARD)
604 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
605 checkGLcall("glBufferDataARB\n");
611 TRACE("Creating event query for buffer %p\n", This);
613 if (!wined3d_event_query_supported(gl_info))
615 FIXME("Event queries not supported, dropping async buffer locks.\n");
619 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
622 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
626 /* Since we don't know about old draws a glFinish is needed once */
627 gl_info->gl_ops.gl.p_glFinish();
630 TRACE("Synchronizing buffer %p\n", This);
631 ret = wined3d_event_query_finish(This->query, This->resource.device);
634 case WINED3D_EVENT_QUERY_NOT_STARTED:
635 case WINED3D_EVENT_QUERY_OK:
639 case WINED3D_EVENT_QUERY_WRONG_THREAD:
640 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
644 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
651 wined3d_event_query_destroy(This->query);
655 gl_info->gl_ops.gl.p_glFinish();
656 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
657 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
658 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
661 /* The caller provides a GL context */
662 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
665 UINT start = 0, len = 0;
667 /* This potentially invalidates the element array buffer binding, but the
668 * caller always takes care of this. */
669 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
670 checkGLcall("glBindBufferARB");
671 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
674 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
675 if (flags & WINED3D_BUFFER_DISCARD)
676 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
677 if (flags & WINED3D_BUFFER_NOSYNC)
678 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
679 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
680 This->resource.size, mapflags));
681 checkGLcall("glMapBufferRange");
685 if (This->flags & WINED3D_BUFFER_APPLESYNC)
688 if (flags & WINED3D_BUFFER_DISCARD)
689 syncflags |= WINED3D_MAP_DISCARD;
690 if (flags & WINED3D_BUFFER_NOSYNC)
691 syncflags |= WINED3D_MAP_NOOVERWRITE;
692 buffer_sync_apple(This, syncflags, gl_info);
694 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
695 checkGLcall("glMapBufferARB");
699 ERR("Failed to map opengl buffer\n");
703 while (This->modified_areas)
705 This->modified_areas--;
706 start = This->maps[This->modified_areas].offset;
707 len = This->maps[This->modified_areas].size;
709 memcpy(map + start, This->resource.allocatedMemory + start, len);
711 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
713 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
714 checkGLcall("glFlushMappedBufferRange");
716 else if (This->flags & WINED3D_BUFFER_FLUSH)
718 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
719 checkGLcall("glFlushMappedBufferRangeAPPLE");
722 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
723 checkGLcall("glUnmapBufferARB");
726 /* Do not call while under the GL lock. */
727 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
729 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
730 struct wined3d_device *device = buffer->resource.device;
731 UINT start = 0, end = 0, len = 0, vertices;
732 const struct wined3d_gl_info *gl_info;
733 struct wined3d_context *context;
734 BOOL decl_changed = FALSE;
738 TRACE("buffer %p.\n", buffer);
740 if (buffer->resource.map_count)
742 WARN("Buffer is mapped, skipping preload.\n");
746 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
748 if (!buffer->buffer_object)
750 /* TODO: Make converting independent from VBOs */
751 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
753 context = context_acquire(device, NULL);
754 buffer_create_buffer_object(buffer, context->gl_info);
755 context_release(context);
756 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
760 /* Not doing any conversion */
765 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
766 if (device->isInDraw && buffer->resource.bind_count > 0)
768 decl_changed = buffer_find_decl(buffer);
769 buffer->flags |= WINED3D_BUFFER_HASDESC;
772 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
774 ++buffer->draw_count;
775 if (buffer->draw_count > VB_RESETDECLCHANGE)
776 buffer->decl_change_count = 0;
777 if (buffer->draw_count > VB_RESETFULLCONVS)
778 buffer->full_conversion_count = 0;
782 /* If applications change the declaration over and over, reconverting all the time is a huge
783 * performance hit. So count the declaration changes and release the VBO if there are too many
784 * of them (and thus stop converting)
788 ++buffer->decl_change_count;
789 buffer->draw_count = 0;
791 if (buffer->decl_change_count > VB_MAXDECLCHANGES
792 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
794 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
796 buffer_unload(&buffer->resource);
797 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
799 /* The stream source state handler might have read the memory of
800 * the vertex buffer already and got the memory in the vbo which
801 * is not valid any longer. Dirtify the stream source to force a
802 * reload. This happens only once per changed vertexbuffer and
803 * should occur rather rarely. */
804 device_invalidate_state(device, STATE_STREAMSRC);
808 /* The declaration changed, reload the whole buffer */
809 WARN("Reloading buffer because of decl change\n");
810 buffer_clear_dirty_areas(buffer);
811 if (!buffer_add_dirty_area(buffer, 0, 0))
813 ERR("buffer_add_dirty_area failed, this is not expected\n");
816 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
817 * cleared for unsynchronized updates
823 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
824 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
825 * decl changes and reset the decl change count after a specific number of them
827 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
829 ++buffer->full_conversion_count;
830 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
832 FIXME("Too many full buffer conversions, stopping converting.\n");
833 buffer_unload(&buffer->resource);
834 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
835 if (buffer->resource.bind_count)
836 device_invalidate_state(device, STATE_STREAMSRC);
842 ++buffer->draw_count;
843 if (buffer->draw_count > VB_RESETDECLCHANGE)
844 buffer->decl_change_count = 0;
845 if (buffer->draw_count > VB_RESETFULLCONVS)
846 buffer->full_conversion_count = 0;
850 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
851 device_invalidate_state(device, STATE_INDEXBUFFER);
853 if (!buffer->conversion_map)
855 /* That means that there is nothing to fixup. Just upload from
856 * buffer->resource.allocatedMemory directly into the vbo. Do not
857 * free the system memory copy because drawPrimitive may need it if
858 * the stride is 0, for instancing emulation, vertex blending
859 * emulation or shader emulation. */
860 TRACE("No conversion needed.\n");
862 /* Nothing to do because we locked directly into the vbo */
863 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
868 context = context_acquire(device, NULL);
869 buffer_direct_upload(buffer, context->gl_info, flags);
871 context_release(context);
875 context = context_acquire(device, NULL);
876 gl_info = context->gl_info;
878 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
880 buffer_get_sysmem(buffer, gl_info);
883 /* Now for each vertex in the buffer that needs conversion */
884 vertices = buffer->resource.size / buffer->stride;
886 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
888 while(buffer->modified_areas)
890 buffer->modified_areas--;
891 start = buffer->maps[buffer->modified_areas].offset;
892 len = buffer->maps[buffer->modified_areas].size;
895 memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
896 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
898 for (j = 0; j < buffer->stride; ++j)
900 switch (buffer->conversion_map[j])
907 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
912 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
916 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
921 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
922 checkGLcall("glBindBufferARB");
923 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
924 checkGLcall("glBufferSubDataARB");
927 HeapFree(GetProcessHeap(), 0, data);
928 context_release(context);
931 static DWORD buffer_sanitize_flags(const struct wined3d_buffer *buffer, DWORD flags)
933 /* Not all flags make sense together, but Windows never returns an error.
934 * Catch the cases that could cause issues. */
935 if (flags & WINED3D_MAP_READONLY)
937 if (flags & WINED3D_MAP_DISCARD)
939 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
942 if (flags & WINED3D_MAP_NOOVERWRITE)
944 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
948 else if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
949 == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
951 WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
954 else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)
955 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
957 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
964 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
968 if (!(d3d_flags & WINED3D_MAP_READONLY))
969 ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
970 if (!(d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)))
971 ret |= GL_MAP_READ_BIT;
973 if (d3d_flags & WINED3D_MAP_DISCARD)
974 ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
975 if (d3d_flags & WINED3D_MAP_NOOVERWRITE)
976 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
981 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
983 TRACE("buffer %p.\n", buffer);
985 return &buffer->resource;
988 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
990 BOOL dirty = buffer_is_dirty(buffer);
993 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
995 flags = buffer_sanitize_flags(buffer, flags);
996 if (!(flags & WINED3D_MAP_READONLY))
998 if (flags & WINED3D_MAP_DISCARD)
1000 /* DISCARD invalidates the entire buffer, regardless of the
1001 * specified offset and size. Some applications also depend on the
1002 * entire buffer being uploaded in that case. Two such
1003 * applications are Port Royale and Darkstar One. */
1004 if (!buffer_add_dirty_area(buffer, 0, 0))
1005 return E_OUTOFMEMORY;
1009 if (!buffer_add_dirty_area(buffer, offset, size))
1010 return E_OUTOFMEMORY;
1014 count = ++buffer->resource.map_count;
1016 if (buffer->buffer_object)
1018 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1022 struct wined3d_device *device = buffer->resource.device;
1023 struct wined3d_context *context;
1024 const struct wined3d_gl_info *gl_info;
1026 context = context_acquire(device, NULL);
1027 gl_info = context->gl_info;
1029 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1030 context_invalidate_state(context, STATE_INDEXBUFFER);
1031 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1033 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1035 GLbitfield mapflags = buffer_gl_map_flags(flags);
1036 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1037 0, buffer->resource.size, mapflags));
1038 checkGLcall("glMapBufferRange");
1042 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1043 buffer_sync_apple(buffer, flags, gl_info);
1044 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
1045 GL_READ_WRITE_ARB));
1046 checkGLcall("glMapBufferARB");
1049 if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1051 WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1053 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1054 checkGLcall("glUnmapBufferARB");
1055 buffer->resource.allocatedMemory = NULL;
1057 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1059 /* The extra copy is more expensive than not using VBOs at
1060 * all on the Nvidia Linux driver, which is the only driver
1061 * that returns unaligned pointers
1063 TRACE("Dynamic buffer, dropping VBO\n");
1064 buffer_unload(&buffer->resource);
1065 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1066 if (buffer->resource.bind_count)
1067 device_invalidate_state(device, STATE_STREAMSRC);
1071 TRACE("Falling back to doublebuffered operation\n");
1072 buffer_get_sysmem(buffer, gl_info);
1074 TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
1076 context_release(context);
1083 if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3D_MAP_NOOVERWRITE))
1085 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1088 else if(flags & WINED3D_MAP_NOOVERWRITE)
1090 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1093 if (flags & WINED3D_MAP_DISCARD)
1095 buffer->flags |= WINED3D_BUFFER_DISCARD;
1100 *data = buffer->resource.allocatedMemory + offset;
1102 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
1103 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1108 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1112 TRACE("buffer %p.\n", buffer);
1114 /* In the case that the number of Unmap calls > the
1115 * number of Map calls, d3d returns always D3D_OK.
1116 * This is also needed to prevent Map from returning garbage on
1117 * the next call (this will happen if the lock_count is < 0). */
1118 if (!buffer->resource.map_count)
1120 WARN("Unmap called without a previous map call.\n");
1124 if (--buffer->resource.map_count)
1126 /* Delay loading the buffer until everything is unlocked */
1127 TRACE("Ignoring unmap.\n");
1131 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1133 struct wined3d_device *device = buffer->resource.device;
1134 const struct wined3d_gl_info *gl_info;
1135 struct wined3d_context *context;
1137 context = context_acquire(device, NULL);
1138 gl_info = context->gl_info;
1140 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1141 context_invalidate_state(context, STATE_INDEXBUFFER);
1142 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1144 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1146 for (i = 0; i < buffer->modified_areas; ++i)
1148 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1149 buffer->maps[i].offset, buffer->maps[i].size));
1150 checkGLcall("glFlushMappedBufferRange");
1153 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1155 for (i = 0; i < buffer->modified_areas; ++i)
1157 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1158 buffer->maps[i].offset, buffer->maps[i].size));
1159 checkGLcall("glFlushMappedBufferRangeAPPLE");
1163 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1164 if (wined3d_settings.strict_draw_ordering)
1165 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1166 context_release(context);
1168 buffer->resource.allocatedMemory = NULL;
1169 buffer_clear_dirty_areas(buffer);
1171 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1173 wined3d_buffer_preload(buffer);
1177 static const struct wined3d_resource_ops buffer_resource_ops =
1182 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1183 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1184 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1186 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1187 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1189 BOOL dynamic_buffer_ok;
1193 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1194 return WINED3DERR_INVALIDCALL;
1197 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1198 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1199 parent, parent_ops, &buffer_resource_ops);
1202 WARN("Failed to initialize resource, hr %#x\n", hr);
1205 buffer->buffer_type_hint = bind_hint;
1207 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1208 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1210 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
1212 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1213 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1214 * Still use a VBO to support OpenGL 3 core contexts. */
1215 TRACE("Using doublebuffer mode because of software vertex processing\n");
1216 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1219 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1221 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1222 * drawStridedFast (half-life 2 and others).
1224 * Basically converting the vertices in the buffer is quite expensive, and observations
1225 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1226 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1228 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1230 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1232 else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1234 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1236 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1238 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1242 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1249 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1252 ERR("Failed to map buffer, hr %#x\n", hr);
1253 buffer_unload(&buffer->resource);
1254 resource_cleanup(&buffer->resource);
1258 memcpy(ptr, data, size);
1260 wined3d_buffer_unmap(buffer);
1263 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1266 ERR("Out of memory\n");
1267 buffer_unload(&buffer->resource);
1268 resource_cleanup(&buffer->resource);
1269 return E_OUTOFMEMORY;
1271 buffer->maps_size = 1;
1276 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
1277 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1279 struct wined3d_buffer *object;
1282 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
1284 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1287 ERR("Failed to allocate memory\n");
1288 return E_OUTOFMEMORY;
1291 FIXME("Ignoring access flags (pool)\n");
1293 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1294 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1297 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1298 HeapFree(GetProcessHeap(), 0, object);
1301 object->desc = *desc;
1303 TRACE("Created buffer %p.\n", object);
1310 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1311 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1313 struct wined3d_buffer *object;
1316 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1317 device, size, usage, pool, parent, parent_ops, buffer);
1319 if (pool == WINED3D_POOL_SCRATCH)
1321 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1322 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1323 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1325 return WINED3DERR_INVALIDCALL;
1328 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1331 ERR("Out of memory\n");
1333 return WINED3DERR_OUTOFVIDEOMEMORY;
1336 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1337 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1340 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1341 HeapFree(GetProcessHeap(), 0, object);
1345 TRACE("Created buffer %p.\n", object);
1351 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1352 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1354 struct wined3d_buffer *object;
1357 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1358 device, size, usage, pool, parent, parent_ops, buffer);
1360 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1363 ERR("Out of memory\n");
1365 return WINED3DERR_OUTOFVIDEOMEMORY;
1368 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1369 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1370 parent, parent_ops);
1373 WARN("Failed to initialize buffer, hr %#x\n", hr);
1374 HeapFree(GetProcessHeap(), 0, object);
1378 TRACE("Created buffer %p.\n", object);