| /* |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers |
| * Copyright 2009-2010 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| * |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */ |
| #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */ |
| #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */ |
| #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */ |
| #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */ |
| |
| #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */ |
| #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */ |
| #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */ |
| #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */ |
| |
| static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer) |
| { |
| if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM) |
| { |
| TRACE("Not evicting system memory for buffer %p.\n", buffer); |
| return; |
| } |
| |
| TRACE("Evicting system memory for buffer %p.\n", buffer); |
| wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM); |
| wined3d_resource_free_sysmem(&buffer->resource); |
| } |
| |
| static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size) |
| { |
| if (!offset && (!size || size == buffer->resource.size)) |
| goto invalidate_all; |
| |
| if (offset > buffer->resource.size || size > buffer->resource.size - offset) |
| { |
| WARN("Invalid range specified, invalidating entire buffer.\n"); |
| goto invalidate_all; |
| } |
| |
| if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size, |
| buffer->modified_areas + 1, sizeof(*buffer->maps))) |
| { |
| ERR("Failed to allocate maps array, invalidating entire buffer.\n"); |
| goto invalidate_all; |
| } |
| |
| buffer->maps[buffer->modified_areas].offset = offset; |
| buffer->maps[buffer->modified_areas].size = size; |
| ++buffer->modified_areas; |
| return; |
| |
| invalidate_all: |
| buffer->modified_areas = 1; |
| buffer->maps[0].offset = 0; |
| buffer->maps[0].size = buffer->resource.size; |
| } |
| |
| static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This) |
| { |
| This->modified_areas = 0; |
| } |
| |
| static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer) |
| { |
| return !!buffer->modified_areas; |
| } |
| |
| static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer) |
| { |
| return buffer->modified_areas == 1 |
| && !buffer->maps->offset && buffer->maps->size == buffer->resource.size; |
| } |
| |
| static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location) |
| { |
| TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location)); |
| |
| if (location & WINED3D_LOCATION_BUFFER) |
| buffer_clear_dirty_areas(buffer); |
| |
| buffer->locations |= location; |
| |
| TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations)); |
| } |
| |
| static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location, |
| unsigned int offset, unsigned int size) |
| { |
| TRACE("buffer %p, location %s, offset %u, size %u.\n", |
| buffer, wined3d_debug_location(location), offset, size); |
| |
| if (location & WINED3D_LOCATION_BUFFER) |
| buffer_invalidate_bo_range(buffer, offset, size); |
| |
| buffer->locations &= ~location; |
| |
| TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations)); |
| |
| if (!buffer->locations) |
| ERR("Buffer %p does not have any up to date location.\n", buffer); |
| } |
| |
| void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) |
| { |
| wined3d_buffer_invalidate_range(buffer, location, 0, 0); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context) |
| { |
| context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_resource *resource = &buffer->resource; |
| |
| if (!buffer->buffer_object) |
| return; |
| |
| /* The stream source state handler might have read the memory of the |
| * vertex buffer already and got the memory in the vbo which is not |
| * valid any longer. Dirtify the stream source to force a reload. This |
| * happens only once per changed vertexbuffer and should occur rather |
| * rarely. */ |
| if (resource->bind_count) |
| { |
| if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER) |
| device_invalidate_state(resource->device, STATE_STREAMSRC); |
| if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER) |
| device_invalidate_state(resource->device, STATE_INDEXBUFFER); |
| if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER) |
| { |
| device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX)); |
| device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL)); |
| device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN)); |
| device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY)); |
| device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL)); |
| device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE)); |
| } |
| if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT) |
| { |
| device_invalidate_state(resource->device, STATE_STREAM_OUTPUT); |
| if (context->transform_feedback_active) |
| { |
| /* We have to make sure that transform feedback is not active |
| * when deleting a potentially bound transform feedback buffer. |
| * This may happen when the device is being destroyed. */ |
| WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer); |
| context_end_transform_feedback(context); |
| } |
| } |
| } |
| |
| GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object)); |
| checkGLcall("glDeleteBuffers"); |
| buffer->buffer_object = 0; |
| |
| if (buffer->fence) |
| { |
| wined3d_fence_destroy(buffer->fence); |
| buffer->fence = NULL; |
| } |
| buffer->flags &= ~WINED3D_BUFFER_APPLESYNC; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLenum gl_usage = GL_STATIC_DRAW; |
| GLenum error; |
| |
| TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n", |
| buffer, debug_d3dusage(buffer->resource.usage)); |
| |
| /* Make sure that the gl error is cleared. Do not use checkGLcall |
| * here because checkGLcall just prints a fixme and continues. However, |
| * if an error during VBO creation occurs we can fall back to non-VBO operation |
| * with full functionality(but performance loss). |
| */ |
| while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR); |
| |
| /* Basically the FVF parameter passed to CreateVertexBuffer is no good. |
| * The vertex declaration from the device determines how the data in the |
| * buffer is interpreted. This means that on each draw call the buffer has |
| * to be verified to check if the rhw and color values are in the correct |
| * format. */ |
| |
| GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object)); |
| error = gl_info->gl_ops.gl.p_glGetError(); |
| if (!buffer->buffer_object || error != GL_NO_ERROR) |
| { |
| ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error); |
| goto fail; |
| } |
| |
| buffer_bind(buffer, context); |
| error = gl_info->gl_ops.gl.p_glGetError(); |
| if (error != GL_NO_ERROR) |
| { |
| ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error); |
| goto fail; |
| } |
| |
| if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC) |
| { |
| TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n"); |
| gl_usage = GL_STREAM_DRAW_ARB; |
| |
| if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE]) |
| { |
| GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)); |
| GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)); |
| checkGLcall("glBufferParameteriAPPLE"); |
| buffer->flags |= WINED3D_BUFFER_APPLESYNC; |
| } |
| /* No setup is needed here for GL_ARB_map_buffer_range. */ |
| } |
| |
| GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage)); |
| error = gl_info->gl_ops.gl.p_glGetError(); |
| if (error != GL_NO_ERROR) |
| { |
| ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error); |
| goto fail; |
| } |
| |
| buffer->buffer_object_usage = gl_usage; |
| buffer_invalidate_bo_range(buffer, 0, 0); |
| |
| return TRUE; |
| |
| fail: |
| /* Clean up all BO init, but continue because we can work without a BO :-) */ |
| ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n"); |
| buffer->flags &= ~WINED3D_BUFFER_USE_BO; |
| buffer_destroy_buffer_object(buffer, context); |
| buffer_clear_dirty_areas(buffer); |
| return FALSE; |
| } |
| |
| static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer, |
| const enum wined3d_buffer_conversion_type conversion_type, |
| const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run) |
| { |
| const struct wined3d_format *format = attrib->format; |
| BOOL ret = FALSE; |
| unsigned int i; |
| DWORD_PTR data; |
| |
| /* Check for some valid situations which cause us pain. One is if the buffer is used for |
| * constant attributes(stride = 0), the other one is if the buffer is used on two streams |
| * with different strides. In the 2nd case we might have to drop conversion entirely, |
| * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N. |
| */ |
| if (!attrib->stride) |
| { |
| FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n", |
| debug_d3dformat(format->id)); |
| } |
| else if (attrib->stride != *stride_this_run && *stride_this_run) |
| { |
| FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run); |
| } |
| else |
| { |
| *stride_this_run = attrib->stride; |
| if (buffer->stride != *stride_this_run) |
| { |
| /* We rely that this happens only on the first converted attribute that is found, |
| * if at all. See above check |
| */ |
| TRACE("Reconverting because converted attributes occur, and the stride changed.\n"); |
| buffer->stride = *stride_this_run; |
| HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map); |
| buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map)); |
| ret = TRUE; |
| } |
| } |
| |
| data = ((DWORD_PTR)attrib->data.addr) % buffer->stride; |
| for (i = 0; i < format->attribute_size; ++i) |
| { |
| DWORD_PTR idx = (data + i) % buffer->stride; |
| if (buffer->conversion_map[idx] != conversion_type) |
| { |
| TRACE("Byte %lu in vertex changed:\n", idx); |
| TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type); |
| ret = TRUE; |
| buffer->conversion_map[idx] = conversion_type; |
| } |
| } |
| |
| return ret; |
| } |
| |
| #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01 |
| #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02 |
| |
| static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si, |
| const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run) |
| { |
| const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx]; |
| enum wined3d_format_id format; |
| BOOL ret = FALSE; |
| |
| /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is |
| * there, on nonexistent attribs the vbo is 0. |
| */ |
| if (!(si->use_map & (1u << attrib_idx)) |
| || state->streams[attrib->stream_idx].buffer != This) |
| return FALSE; |
| |
| format = attrib->format->id; |
| /* Look for newly appeared conversion */ |
| if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM) |
| { |
| ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run); |
| } |
| else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed) |
| { |
| if (format != WINED3DFMT_R32G32B32A32_FLOAT) |
| { |
| FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format)); |
| return FALSE; |
| } |
| |
| ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run); |
| } |
| else if (This->conversion_map) |
| { |
| ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run); |
| } |
| |
| return ret; |
| } |
| |
| static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si, |
| const struct wined3d_state *state, DWORD fixup_flags) |
| { |
| UINT stride_this_run = 0; |
| BOOL ret = FALSE; |
| |
| /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer. |
| * Once we have our declaration there is no need to look it up again. Index buffers also never need |
| * conversion, so once the (empty) conversion structure is created don't bother checking again |
| */ |
| if (This->flags & WINED3D_BUFFER_HASDESC) |
| { |
| if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE; |
| } |
| |
| if (!fixup_flags) |
| { |
| TRACE("No fixup required.\n"); |
| if(This->conversion_map) |
| { |
| HeapFree(GetProcessHeap(), 0, This->conversion_map); |
| This->conversion_map = NULL; |
| This->stride = 0; |
| return TRUE; |
| } |
| |
| return FALSE; |
| } |
| |
| TRACE("Finding vertex buffer conversion information\n"); |
| /* Certain declaration types need some fixups before we can pass them to |
| * opengl. This means D3DCOLOR attributes with fixed function vertex |
| * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if |
| * GL_ARB_half_float_vertex is not supported. |
| * |
| * Note for d3d8 and d3d9: |
| * The vertex buffer FVF doesn't help with finding them, we have to use |
| * the decoded vertex declaration and pick the things that concern the |
| * current buffer. A problem with this is that this can change between |
| * draws, so we have to validate the information and reprocess the buffer |
| * if it changes, and avoid false positives for performance reasons. |
| * WineD3D doesn't even know the vertex buffer any more, it is managed |
| * by the client libraries and passed to SetStreamSource and ProcessVertices |
| * as needed. |
| * |
| * We have to distinguish between vertex shaders and fixed function to |
| * pick the way we access the strided vertex information. |
| * |
| * This code sets up a per-byte array with the size of the detected |
| * stride of the arrays in the buffer. For each byte we have a field |
| * that marks the conversion needed on this byte. For example, the |
| * following declaration with fixed function vertex processing: |
| * |
| * POSITIONT, FLOAT4 |
| * NORMAL, FLOAT3 |
| * DIFFUSE, FLOAT16_4 |
| * SPECULAR, D3DCOLOR |
| * |
| * Will result in |
| * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR } |
| * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C] |
| * |
| * Where in this example map P means 4 component position conversion, 0 |
| * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR |
| * conversion (red / blue swizzle). |
| * |
| * If we're doing conversion and the stride changes we have to reconvert |
| * the whole buffer. Note that we do not mind if the semantic changes, |
| * we only care for the conversion type. So if the NORMAL is replaced |
| * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced |
| * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some |
| * conversion types depend on the semantic as well, for example a FLOAT4 |
| * texcoord needs no conversion while a FLOAT4 positiont needs one |
| */ |
| |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION, |
| fixup_flags, &stride_this_run) || ret; |
| fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW; |
| |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6, |
| fixup_flags, &stride_this_run) || ret; |
| ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7, |
| fixup_flags, &stride_this_run) || ret; |
| |
| if (!stride_this_run && This->conversion_map) |
| { |
| /* Sanity test */ |
| if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n"); |
| HeapFree(GetProcessHeap(), 0, This->conversion_map); |
| This->conversion_map = NULL; |
| This->stride = 0; |
| } |
| |
| if (ret) TRACE("Conversion information changed\n"); |
| |
| return ret; |
| } |
| |
| static inline unsigned int fixup_d3dcolor(DWORD *dst_color) |
| { |
| DWORD src_color = *dst_color; |
| |
| /* Color conversion like in draw_primitive_immediate_mode(). Watch out for |
| * endianness. If we want this to work on big-endian machines as well we |
| * have to consider more things. |
| * |
| * 0xff000000: Alpha mask |
| * 0x00ff0000: Blue mask |
| * 0x0000ff00: Green mask |
| * 0x000000ff: Red mask |
| */ |
| *dst_color = 0; |
| *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */ |
| *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */ |
| *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */ |
| |
| return sizeof(*dst_color); |
| } |
| |
| static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p) |
| { |
| /* rhw conversion like in position_float4(). */ |
| if (p->w != 1.0f && p->w != 0.0f) |
| { |
| float w = 1.0f / p->w; |
| p->x *= w; |
| p->y *= w; |
| p->z *= w; |
| p->w = w; |
| } |
| |
| return sizeof(*p); |
| } |
| |
| ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer) |
| { |
| ULONG refcount = InterlockedIncrement(&buffer->resource.ref); |
| |
| TRACE("%p increasing refcount to %u.\n", buffer, refcount); |
| |
| return refcount; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context, |
| const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_map_range *range; |
| |
| buffer_bind(buffer, context); |
| |
| while (range_count--) |
| { |
| range = &ranges[range_count]; |
| GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, |
| range->offset, range->size, (BYTE *)data + range->offset - data_offset)); |
| } |
| checkGLcall("glBufferSubData"); |
| } |
| |
| static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context) |
| { |
| unsigned int i, j, range_idx, start, end, vertex_count; |
| BYTE *data; |
| |
| if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM)) |
| { |
| ERR("Failed to load system memory.\n"); |
| return; |
| } |
| buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; |
| |
| /* Now for each vertex in the buffer that needs conversion. */ |
| vertex_count = buffer->resource.size / buffer->stride; |
| |
| if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size))) |
| { |
| ERR("Out of memory.\n"); |
| return; |
| } |
| |
| for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx) |
| { |
| start = buffer->maps[range_idx].offset; |
| end = start + buffer->maps[range_idx].size; |
| |
| memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start); |
| for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i) |
| { |
| for (j = 0; j < buffer->stride;) |
| { |
| switch (buffer->conversion_map[j]) |
| { |
| case CONV_NONE: |
| /* Done already */ |
| j += sizeof(DWORD); |
| break; |
| case CONV_D3DCOLOR: |
| j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j)); |
| break; |
| case CONV_POSITIONT: |
| j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j)); |
| break; |
| default: |
| FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]); |
| ++j; |
| } |
| } |
| } |
| } |
| |
| wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps); |
| |
| HeapFree(GetProcessHeap(), 0, data); |
| } |
| |
| static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, |
| struct wined3d_context *context, DWORD location) |
| { |
| switch (location) |
| { |
| case WINED3D_LOCATION_SYSMEM: |
| if (buffer->resource.heap_memory) |
| return TRUE; |
| |
| if (!wined3d_resource_allocate_sysmem(&buffer->resource)) |
| { |
| ERR("Failed to allocate system memory.\n"); |
| return FALSE; |
| } |
| return TRUE; |
| |
| case WINED3D_LOCATION_BUFFER: |
| if (buffer->buffer_object) |
| return TRUE; |
| |
| if (!(buffer->flags & WINED3D_BUFFER_USE_BO)) |
| { |
| WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer); |
| return FALSE; |
| } |
| return buffer_create_buffer_object(buffer, context); |
| |
| default: |
| ERR("Invalid location %s.\n", wined3d_debug_location(location)); |
| return FALSE; |
| } |
| } |
| |
| BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, |
| struct wined3d_context *context, DWORD location) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| TRACE("buffer %p, context %p, location %s.\n", |
| buffer, context, wined3d_debug_location(location)); |
| |
| if (buffer->locations & location) |
| { |
| TRACE("Location (%#x) is already up to date.\n", location); |
| return TRUE; |
| } |
| |
| if (!buffer->locations) |
| { |
| ERR("Buffer %p does not have any up to date location.\n", buffer); |
| wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED); |
| return wined3d_buffer_load_location(buffer, context, location); |
| } |
| |
| TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations)); |
| |
| if (!wined3d_buffer_prepare_location(buffer, context, location)) |
| return FALSE; |
| |
| if (buffer->locations & WINED3D_LOCATION_DISCARDED) |
| { |
| TRACE("Buffer previously discarded, nothing to do.\n"); |
| wined3d_buffer_validate_location(buffer, location); |
| wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED); |
| return TRUE; |
| } |
| |
| switch (location) |
| { |
| case WINED3D_LOCATION_SYSMEM: |
| buffer_bind(buffer, context); |
| GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, |
| buffer->resource.heap_memory)); |
| checkGLcall("buffer download"); |
| break; |
| |
| case WINED3D_LOCATION_BUFFER: |
| if (!buffer->conversion_map) |
| wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory, |
| 0, buffer->modified_areas, buffer->maps); |
| else |
| buffer_conversion_upload(buffer, context); |
| break; |
| |
| default: |
| ERR("Invalid location %s.\n", wined3d_debug_location(location)); |
| return FALSE; |
| } |
| |
| wined3d_buffer_validate_location(buffer, location); |
| if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER |
| && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) |
| wined3d_buffer_evict_sysmem(buffer); |
| |
| return TRUE; |
| } |
| |
| /* Context activation is done by the caller. */ |
| BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) |
| { |
| if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM)) |
| buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; |
| return buffer->resource.heap_memory; |
| } |
| |
| DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, |
| struct wined3d_bo_address *data, DWORD locations) |
| { |
| TRACE("buffer %p, data %p, locations %s.\n", |
| buffer, data, wined3d_debug_location(locations)); |
| |
| if (locations & WINED3D_LOCATION_BUFFER) |
| { |
| data->buffer_object = buffer->buffer_object; |
| data->addr = NULL; |
| return WINED3D_LOCATION_BUFFER; |
| } |
| if (locations & WINED3D_LOCATION_SYSMEM) |
| { |
| data->buffer_object = 0; |
| data->addr = buffer->resource.heap_memory; |
| return WINED3D_LOCATION_SYSMEM; |
| } |
| |
| ERR("Unexpected locations %s.\n", wined3d_debug_location(locations)); |
| data->buffer_object = 0; |
| data->addr = NULL; |
| return 0; |
| } |
| |
| static void buffer_unload(struct wined3d_resource *resource) |
| { |
| struct wined3d_buffer *buffer = buffer_from_resource(resource); |
| |
| TRACE("buffer %p.\n", buffer); |
| |
| if (buffer->buffer_object) |
| { |
| struct wined3d_context *context; |
| |
| context = context_acquire(resource->device, NULL, 0); |
| |
| wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM); |
| wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER); |
| buffer_destroy_buffer_object(buffer, context); |
| buffer_clear_dirty_areas(buffer); |
| |
| context_release(context); |
| |
| HeapFree(GetProcessHeap(), 0, buffer->conversion_map); |
| buffer->conversion_map = NULL; |
| buffer->stride = 0; |
| buffer->conversion_stride = 0; |
| buffer->flags &= ~WINED3D_BUFFER_HASDESC; |
| } |
| |
| resource_unload(resource); |
| } |
| |
| static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer) |
| { |
| buffer->flags &= ~WINED3D_BUFFER_USE_BO; |
| buffer_unload(&buffer->resource); |
| } |
| |
| static void wined3d_buffer_destroy_object(void *object) |
| { |
| struct wined3d_buffer *buffer = object; |
| struct wined3d_context *context; |
| |
| if (buffer->buffer_object) |
| { |
| context = context_acquire(buffer->resource.device, NULL, 0); |
| buffer_destroy_buffer_object(buffer, context); |
| context_release(context); |
| |
| HeapFree(GetProcessHeap(), 0, buffer->conversion_map); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, buffer->maps); |
| HeapFree(GetProcessHeap(), 0, buffer); |
| } |
| |
| ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer) |
| { |
| ULONG refcount = InterlockedDecrement(&buffer->resource.ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", buffer, refcount); |
| |
| if (!refcount) |
| { |
| buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent); |
| resource_cleanup(&buffer->resource); |
| wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer); |
| } |
| |
| return refcount; |
| } |
| |
| void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer) |
| { |
| TRACE("buffer %p.\n", buffer); |
| |
| return buffer->resource.parent; |
| } |
| |
| /* The caller provides a context and binds the buffer */ |
| static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info) |
| { |
| enum wined3d_fence_result ret; |
| HRESULT hr; |
| |
| /* No fencing needs to be done if the app promises not to overwrite |
| * existing data. */ |
| if (flags & WINED3D_MAP_NOOVERWRITE) |
| return; |
| |
| if (flags & WINED3D_MAP_DISCARD) |
| { |
| GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage)); |
| checkGLcall("glBufferData"); |
| return; |
| } |
| |
| if (!buffer->fence) |
| { |
| TRACE("Creating fence for buffer %p.\n", buffer); |
| |
| if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence))) |
| { |
| if (hr == WINED3DERR_NOTAVAILABLE) |
| FIXME("Fences not supported, dropping async buffer locks.\n"); |
| else |
| ERR("Failed to create fence, hr %#x.\n", hr); |
| goto drop_fence; |
| } |
| |
| /* Since we don't know about old draws a glFinish is needed once */ |
| gl_info->gl_ops.gl.p_glFinish(); |
| return; |
| } |
| |
| TRACE("Synchronizing buffer %p.\n", buffer); |
| ret = wined3d_fence_wait(buffer->fence, buffer->resource.device); |
| switch (ret) |
| { |
| case WINED3D_FENCE_NOT_STARTED: |
| case WINED3D_FENCE_OK: |
| /* All done */ |
| return; |
| |
| case WINED3D_FENCE_WRONG_THREAD: |
| WARN("Cannot synchronize buffer lock due to a thread conflict.\n"); |
| goto drop_fence; |
| |
| default: |
| ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret); |
| goto drop_fence; |
| } |
| |
| drop_fence: |
| if (buffer->fence) |
| { |
| wined3d_fence_destroy(buffer->fence); |
| buffer->fence = NULL; |
| } |
| |
| gl_info->gl_ops.gl.p_glFinish(); |
| GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)); |
| checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)"); |
| buffer->flags &= ~WINED3D_BUFFER_APPLESYNC; |
| } |
| |
| static void buffer_mark_used(struct wined3d_buffer *buffer) |
| { |
| buffer->flags &= ~WINED3D_BUFFER_DISCARD; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, |
| const struct wined3d_state *state) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| BOOL decl_changed = FALSE; |
| |
| TRACE("buffer %p.\n", buffer); |
| |
| if (buffer->resource.map_count) |
| { |
| WARN("Buffer is mapped, skipping preload.\n"); |
| return; |
| } |
| |
| buffer_mark_used(buffer); |
| |
| /* TODO: Make converting independent from VBOs */ |
| if (!(buffer->flags & WINED3D_BUFFER_USE_BO)) |
| { |
| /* Not doing any conversion */ |
| return; |
| } |
| |
| if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER)) |
| { |
| ERR("Failed to prepare buffer location.\n"); |
| return; |
| } |
| |
| /* Reading the declaration makes only sense if we have valid state information |
| * (i.e., if this function is called during draws). */ |
| if (state) |
| { |
| DWORD fixup_flags = 0; |
| |
| if (!use_vs(state)) |
| { |
| if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes) |
| fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR; |
| if (!context->d3d_info->xyzrhw) |
| fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW; |
| } |
| |
| decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags); |
| buffer->flags |= WINED3D_BUFFER_HASDESC; |
| } |
| |
| if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer))) |
| { |
| ++buffer->draw_count; |
| if (buffer->draw_count > VB_RESETDECLCHANGE) |
| buffer->decl_change_count = 0; |
| if (buffer->draw_count > VB_RESETFULLCONVS) |
| buffer->full_conversion_count = 0; |
| return; |
| } |
| |
| /* If applications change the declaration over and over, reconverting all the time is a huge |
| * performance hit. So count the declaration changes and release the VBO if there are too many |
| * of them (and thus stop converting) |
| */ |
| if (decl_changed) |
| { |
| ++buffer->decl_change_count; |
| buffer->draw_count = 0; |
| |
| if (buffer->decl_change_count > VB_MAXDECLCHANGES |
| || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))) |
| { |
| FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n"); |
| wined3d_buffer_drop_bo(buffer); |
| return; |
| } |
| |
| /* The declaration changed, reload the whole buffer. */ |
| WARN("Reloading buffer because of a vertex declaration change.\n"); |
| buffer_invalidate_bo_range(buffer, 0, 0); |
| } |
| else |
| { |
| /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that |
| * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without |
| * decl changes and reset the decl change count after a specific number of them |
| */ |
| if (buffer->conversion_map && buffer_is_fully_dirty(buffer)) |
| { |
| ++buffer->full_conversion_count; |
| if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS) |
| { |
| FIXME("Too many full buffer conversions, stopping converting.\n"); |
| wined3d_buffer_drop_bo(buffer); |
| return; |
| } |
| } |
| else |
| { |
| ++buffer->draw_count; |
| if (buffer->draw_count > VB_RESETDECLCHANGE) |
| buffer->decl_change_count = 0; |
| if (buffer->draw_count > VB_RESETFULLCONVS) |
| buffer->full_conversion_count = 0; |
| } |
| } |
| |
| if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER)) |
| ERR("Failed to load buffer location.\n"); |
| } |
| |
| struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer) |
| { |
| TRACE("buffer %p.\n", buffer); |
| |
| return &buffer->resource; |
| } |
| |
| static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags) |
| { |
| struct wined3d_device *device = buffer->resource.device; |
| struct wined3d_context *context; |
| LONG count; |
| BYTE *base; |
| |
| TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags); |
| |
| count = ++buffer->resource.map_count; |
| |
| if (buffer->buffer_object) |
| { |
| unsigned int dirty_offset = offset, dirty_size = size; |
| |
| /* DISCARD invalidates the entire buffer, regardless of the specified |
| * offset and size. Some applications also depend on the entire buffer |
| * being uploaded in that case. Two such applications are Port Royale |
| * and Darkstar One. */ |
| if (flags & WINED3D_MAP_DISCARD) |
| { |
| dirty_offset = 0; |
| dirty_size = 0; |
| } |
| |
| if (!(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD | WINED3D_MAP_READONLY)) |
| || ((flags & WINED3D_MAP_READONLY) && (buffer->locations & WINED3D_LOCATION_SYSMEM)) |
| || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM) |
| { |
| if (!(buffer->locations & WINED3D_LOCATION_SYSMEM)) |
| { |
| context = context_acquire(device, NULL, 0); |
| wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM); |
| context_release(context); |
| } |
| |
| if (!(flags & WINED3D_MAP_READONLY)) |
| wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size); |
| } |
| else |
| { |
| const struct wined3d_gl_info *gl_info; |
| |
| context = context_acquire(device, NULL, 0); |
| gl_info = context->gl_info; |
| |
| if (flags & WINED3D_MAP_DISCARD) |
| wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER); |
| else |
| wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); |
| |
| if (!(flags & WINED3D_MAP_READONLY)) |
| buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size); |
| |
| if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory) |
| wined3d_buffer_evict_sysmem(buffer); |
| |
| if (count == 1) |
| { |
| buffer_bind(buffer, context); |
| |
| /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 |
| * multitexture fill rate test seems to depend on this. When |
| * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the |
| * driver is free to discard the previous contents of the |
| * buffer. The r600g driver only does this when the buffer is |
| * currently in use, while the proprietary NVIDIA driver |
| * appears to do this unconditionally. */ |
| if (buffer->flags & WINED3D_BUFFER_DISCARD) |
| flags &= ~WINED3D_MAP_DISCARD; |
| |
| if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) |
| { |
| GLbitfield mapflags = wined3d_resource_gl_map_flags(flags); |
| buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint, |
| 0, buffer->resource.size, mapflags)); |
| checkGLcall("glMapBufferRange"); |
| } |
| else |
| { |
| if (buffer->flags & WINED3D_BUFFER_APPLESYNC) |
| buffer_sync_apple(buffer, flags, gl_info); |
| buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint, |
| GL_READ_WRITE)); |
| checkGLcall("glMapBuffer"); |
| } |
| |
| if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1)) |
| { |
| WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT); |
| |
| GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint)); |
| checkGLcall("glUnmapBuffer"); |
| buffer->map_ptr = NULL; |
| |
| if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC) |
| { |
| /* The extra copy is more expensive than not using VBOs at |
| * all on the Nvidia Linux driver, which is the only driver |
| * that returns unaligned pointers. |
| */ |
| TRACE("Dynamic buffer, dropping VBO.\n"); |
| wined3d_buffer_drop_bo(buffer); |
| } |
| else |
| { |
| TRACE("Falling back to doublebuffered operation.\n"); |
| wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM); |
| buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; |
| } |
| TRACE("New pointer is %p.\n", buffer->resource.heap_memory); |
| } |
| } |
| |
| context_release(context); |
| } |
| |
| if (flags & WINED3D_MAP_DISCARD) |
| buffer->flags |= WINED3D_BUFFER_DISCARD; |
| } |
| |
| base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory; |
| *data = base + offset; |
| |
| TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset); |
| /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */ |
| |
| return WINED3D_OK; |
| } |
| |
| static void wined3d_buffer_unmap(struct wined3d_buffer *buffer) |
| { |
| ULONG i; |
| |
| TRACE("buffer %p.\n", buffer); |
| |
| /* In the case that the number of Unmap calls > the |
| * number of Map calls, d3d returns always D3D_OK. |
| * This is also needed to prevent Map from returning garbage on |
| * the next call (this will happen if the lock_count is < 0). */ |
| if (!buffer->resource.map_count) |
| { |
| WARN("Unmap called without a previous map call.\n"); |
| return; |
| } |
| |
| if (--buffer->resource.map_count) |
| { |
| /* Delay loading the buffer until everything is unlocked */ |
| TRACE("Ignoring unmap.\n"); |
| return; |
| } |
| |
| if (buffer->map_ptr) |
| { |
| struct wined3d_device *device = buffer->resource.device; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| |
| context = context_acquire(device, NULL, 0); |
| gl_info = context->gl_info; |
| |
| buffer_bind(buffer, context); |
| |
| if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) |
| { |
| for (i = 0; i < buffer->modified_areas; ++i) |
| { |
| GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint, |
| buffer->maps[i].offset, buffer->maps[i].size)); |
| checkGLcall("glFlushMappedBufferRange"); |
| } |
| } |
| else if (buffer->flags & WINED3D_BUFFER_APPLESYNC) |
| { |
| for (i = 0; i < buffer->modified_areas; ++i) |
| { |
| GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint, |
| buffer->maps[i].offset, buffer->maps[i].size)); |
| checkGLcall("glFlushMappedBufferRangeAPPLE"); |
| } |
| } |
| |
| GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint)); |
| if (wined3d_settings.strict_draw_ordering) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| context_release(context); |
| |
| buffer_clear_dirty_areas(buffer); |
| buffer->map_ptr = NULL; |
| } |
| } |
| |
| void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, |
| struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) |
| { |
| struct wined3d_bo_address dst, src; |
| struct wined3d_context *context; |
| DWORD dst_location; |
| |
| buffer_mark_used(dst_buffer); |
| buffer_mark_used(src_buffer); |
| |
| dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations); |
| dst.addr += dst_offset; |
| |
| wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations); |
| src.addr += src_offset; |
| |
| context = context_acquire(dst_buffer->resource.device, NULL, 0); |
| context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint, |
| &src, src_buffer->buffer_type_hint, size); |
| context_release(context); |
| |
| wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size); |
| } |
| |
| void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, |
| const struct wined3d_box *box, const void *data) |
| { |
| struct wined3d_map_range range; |
| |
| if (box) |
| { |
| range.offset = box->left; |
| range.size = box->right - box->left; |
| } |
| else |
| { |
| range.offset = 0; |
| range.size = buffer->resource.size; |
| } |
| |
| wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range); |
| } |
| |
| static ULONG buffer_resource_incref(struct wined3d_resource *resource) |
| { |
| return wined3d_buffer_incref(buffer_from_resource(resource)); |
| } |
| |
| static ULONG buffer_resource_decref(struct wined3d_resource *resource) |
| { |
| return wined3d_buffer_decref(buffer_from_resource(resource)); |
| } |
| |
| static void buffer_resource_preload(struct wined3d_resource *resource) |
| { |
| struct wined3d_context *context; |
| |
| context = context_acquire(resource->device, NULL, 0); |
| wined3d_buffer_load(buffer_from_resource(resource), context, NULL); |
| context_release(context); |
| } |
| |
| static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, |
| struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) |
| { |
| struct wined3d_buffer *buffer = buffer_from_resource(resource); |
| UINT offset, size; |
| |
| if (sub_resource_idx) |
| { |
| WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); |
| return E_INVALIDARG; |
| } |
| |
| if (box) |
| { |
| offset = box->left; |
| size = box->right - box->left; |
| } |
| else |
| { |
| offset = size = 0; |
| } |
| |
| map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width; |
| return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags); |
| } |
| |
| static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) |
| { |
| if (sub_resource_idx) |
| { |
| WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); |
| return E_INVALIDARG; |
| } |
| |
| wined3d_buffer_unmap(buffer_from_resource(resource)); |
| return WINED3D_OK; |
| } |
| |
| static const struct wined3d_resource_ops buffer_resource_ops = |
| { |
| buffer_resource_incref, |
| buffer_resource_decref, |
| buffer_resource_preload, |
| buffer_unload, |
| buffer_resource_sub_resource_map, |
| buffer_resource_sub_resource_unmap, |
| }; |
| |
| static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info, |
| unsigned int bind_flags) |
| { |
| if (bind_flags == WINED3D_BIND_INDEX_BUFFER) |
| return GL_ELEMENT_ARRAY_BUFFER; |
| |
| if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS) |
| && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) |
| return GL_TEXTURE_BUFFER; |
| |
| if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER) |
| return GL_UNIFORM_BUFFER; |
| |
| if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) |
| return GL_TRANSFORM_FEEDBACK_BUFFER; |
| |
| if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER)) |
| FIXME("Unhandled bind flags %#x.\n", bind_flags); |
| |
| return GL_ARRAY_BUFFER; |
| } |
| |
| static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device, |
| UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, unsigned int bind_flags, |
| const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage); |
| BOOL dynamic_buffer_ok; |
| HRESULT hr; |
| |
| if (!size) |
| { |
| WARN("Size 0 requested, returning E_INVALIDARG.\n"); |
| return E_INVALIDARG; |
| } |
| |
| if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1)) |
| { |
| WARN("Size %#x is not suitably aligned for constant buffers.\n", size); |
| return E_INVALIDARG; |
| } |
| |
| if (data && !data->data) |
| { |
| WARN("Invalid sub-resource data specified.\n"); |
| return E_INVALIDARG; |
| } |
| |
| hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format, |
| WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize resource, hr %#x.\n", hr); |
| return hr; |
| } |
| buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags); |
| buffer->bind_flags = bind_flags; |
| buffer->locations = WINED3D_LOCATION_SYSMEM; |
| |
| TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n", |
| buffer, buffer->resource.size, buffer->resource.usage, |
| debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory); |
| |
| if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED) |
| { |
| /* SWvp and managed buffers always return the same pointer in buffer |
| * maps and retain data in DISCARD maps. Keep a system memory copy of |
| * the buffer to provide the same behavior to the application. */ |
| TRACE("Using doublebuffer mode.\n"); |
| buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; |
| } |
| |
| /* Observations show that draw_primitive_immediate_mode() is faster on |
| * dynamic vertex buffers than converting + draw_primitive_arrays(). |
| * (Half-Life 2 and others.) */ |
| dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE]; |
| |
| if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) |
| { |
| TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n"); |
| } |
| else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM) |
| { |
| TRACE("Not creating a BO because the buffer is in system memory.\n"); |
| } |
| else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) |
| { |
| TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n"); |
| } |
| else |
| { |
| buffer->flags |= WINED3D_BUFFER_USE_BO; |
| } |
| |
| if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps)))) |
| { |
| ERR("Out of memory.\n"); |
| buffer_unload(&buffer->resource); |
| resource_cleanup(&buffer->resource); |
| wined3d_resource_wait_idle(&buffer->resource); |
| return E_OUTOFMEMORY; |
| } |
| buffer->maps_size = 1; |
| |
| if (data) |
| wined3d_device_update_sub_resource(device, &buffer->resource, |
| 0, NULL, data->data, data->row_pitch, data->slice_pitch); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc, |
| const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, |
| struct wined3d_buffer **buffer) |
| { |
| struct wined3d_buffer *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n", |
| device, desc, data, parent, parent_ops, buffer); |
| |
| if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) |
| return E_OUTOFMEMORY; |
| |
| FIXME("Ignoring access flags (pool).\n"); |
| |
| if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN, |
| WINED3D_POOL_MANAGED, desc->bind_flags, data, parent, parent_ops))) |
| { |
| WARN("Failed to initialize buffer, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| object->desc = *desc; |
| |
| TRACE("Created buffer %p.\n", object); |
| |
| *buffer = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer) |
| { |
| struct wined3d_buffer *object; |
| HRESULT hr; |
| |
| TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n", |
| device, size, usage, pool, parent, parent_ops, buffer); |
| |
| if (pool == WINED3D_POOL_SCRATCH) |
| { |
| /* The d3d9 tests shows that this is not allowed. It doesn't make much |
| * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */ |
| WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n"); |
| *buffer = NULL; |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| *buffer = NULL; |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| hr = buffer_init(object, device, size, usage, WINED3DFMT_UNKNOWN, |
| pool, WINED3D_BIND_VERTEX_BUFFER, NULL, parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize buffer, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created buffer %p.\n", object); |
| *buffer = object; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer) |
| { |
| struct wined3d_buffer *object; |
| HRESULT hr; |
| |
| TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n", |
| device, size, usage, pool, parent, parent_ops, buffer); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| *buffer = NULL; |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL, |
| WINED3DFMT_UNKNOWN, pool, WINED3D_BIND_INDEX_BUFFER, NULL, |
| parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize buffer, hr %#x\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created buffer %p.\n", object); |
| *buffer = object; |
| |
| return WINED3D_OK; |
| } |