xref: /reactos/dll/directx/wine/wined3d/buffer.c (revision 8a978a17)
1 /*
2  * Copyright 2002-2005 Jason Edmeades
3  * Copyright 2002-2005 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  *
23  */
24 
25 #include "config.h"
26 #include "wine/port.h"
27 
28 #include "wined3d_private.h"
29 
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 
32 #define WINED3D_BUFFER_HASDESC      0x01    /* A vertex description has been found. */
33 #define WINED3D_BUFFER_USE_BO       0x02    /* Use a buffer object for this buffer. */
34 #define WINED3D_BUFFER_PIN_SYSMEM   0x04    /* Keep a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD      0x08    /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_APPLESYNC    0x10    /* Using sync as in GL_APPLE_flush_buffer_range. */
37 
38 #define VB_MAXDECLCHANGES     100     /* After that number of decl changes we stop converting */
39 #define VB_RESETDECLCHANGE    1000    /* Reset the decl changecount after that number of draws */
40 #define VB_MAXFULLCONVERSIONS 5       /* Number of full conversions before we stop converting */
41 #define VB_RESETFULLCONVS     20      /* Reset full conversion counts after that number of draws */
42 
43 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
44 {
45     if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
46     {
47         TRACE("Not evicting system memory for buffer %p.\n", buffer);
48         return;
49     }
50 
51     TRACE("Evicting system memory for buffer %p.\n", buffer);
52     wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
53     wined3d_resource_free_sysmem(&buffer->resource);
54 }
55 
56 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
57 {
58     if (!offset && (!size || size == buffer->resource.size))
59         goto invalidate_all;
60 
61     if (offset > buffer->resource.size || size > buffer->resource.size - offset)
62     {
63         WARN("Invalid range specified, invalidating entire buffer.\n");
64         goto invalidate_all;
65     }
66 
67     if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
68             buffer->modified_areas + 1, sizeof(*buffer->maps)))
69     {
70         ERR("Failed to allocate maps array, invalidating entire buffer.\n");
71         goto invalidate_all;
72     }
73 
74     buffer->maps[buffer->modified_areas].offset = offset;
75     buffer->maps[buffer->modified_areas].size = size;
76     ++buffer->modified_areas;
77     return;
78 
79 invalidate_all:
80     buffer->modified_areas = 1;
81     buffer->maps[0].offset = 0;
82     buffer->maps[0].size = buffer->resource.size;
83 }
84 
85 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
86 {
87     This->modified_areas = 0;
88 }
89 
90 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
91 {
92     return !!buffer->modified_areas;
93 }
94 
95 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
96 {
97     return buffer->modified_areas == 1
98             && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
99 }
100 
101 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
102 {
103     TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
104 
105     if (location & WINED3D_LOCATION_BUFFER)
106         buffer_clear_dirty_areas(buffer);
107 
108     buffer->locations |= location;
109 
110     TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
111 }
112 
113 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
114         unsigned int offset, unsigned int size)
115 {
116     TRACE("buffer %p, location %s, offset %u, size %u.\n",
117             buffer, wined3d_debug_location(location), offset, size);
118 
119     if (location & WINED3D_LOCATION_BUFFER)
120         buffer_invalidate_bo_range(buffer, offset, size);
121 
122     buffer->locations &= ~location;
123 
124     TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
125 
126     if (!buffer->locations)
127         ERR("Buffer %p does not have any up to date location.\n", buffer);
128 }
129 
130 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
131 {
132     wined3d_buffer_invalidate_range(buffer, location, 0, 0);
133 }
134 
135 /* Context activation is done by the caller. */
136 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
137 {
138     context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
139 }
140 
141 /* Context activation is done by the caller. */
142 static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
143 {
144     const struct wined3d_gl_info *gl_info = context->gl_info;
145     struct wined3d_resource *resource = &buffer->resource;
146 
147     if (!buffer->buffer_object)
148         return;
149 
150     /* The stream source state handler might have read the memory of the
151      * vertex buffer already and got the memory in the vbo which is not
152      * valid any longer. Dirtify the stream source to force a reload. This
153      * happens only once per changed vertexbuffer and should occur rather
154      * rarely. */
155     if (resource->bind_count)
156     {
157         if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
158             device_invalidate_state(resource->device, STATE_STREAMSRC);
159         if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
160             device_invalidate_state(resource->device, STATE_INDEXBUFFER);
161         if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
162         {
163             device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
164             device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
165             device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
166             device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
167             device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
168             device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
169         }
170         if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
171         {
172             device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
173             if (context->transform_feedback_active)
174             {
175                 /* We have to make sure that transform feedback is not active
176                  * when deleting a potentially bound transform feedback buffer.
177                  * This may happen when the device is being destroyed. */
178                 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer);
179                 context_end_transform_feedback(context);
180             }
181         }
182     }
183 
184     GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
185     checkGLcall("glDeleteBuffers");
186     buffer->buffer_object = 0;
187 
188     if (buffer->fence)
189     {
190         wined3d_fence_destroy(buffer->fence);
191         buffer->fence = NULL;
192     }
193     buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
194 }
195 
196 /* Context activation is done by the caller. */
197 static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
198 {
199     const struct wined3d_gl_info *gl_info = context->gl_info;
200     GLenum gl_usage = GL_STATIC_DRAW;
201     GLenum error;
202 
203     TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
204             buffer, debug_d3dusage(buffer->resource.usage));
205 
206     /* Make sure that the gl error is cleared. Do not use checkGLcall
207      * here because checkGLcall just prints a fixme and continues. However,
208      * if an error during VBO creation occurs we can fall back to non-VBO operation
209      * with full functionality(but performance loss).
210      */
211     while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
212 
213     /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
214      * The vertex declaration from the device determines how the data in the
215      * buffer is interpreted. This means that on each draw call the buffer has
216      * to be verified to check if the rhw and color values are in the correct
217      * format. */
218 
219     GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
220     error = gl_info->gl_ops.gl.p_glGetError();
221     if (!buffer->buffer_object || error != GL_NO_ERROR)
222     {
223         ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
224         goto fail;
225     }
226 
227     buffer_bind(buffer, context);
228     error = gl_info->gl_ops.gl.p_glGetError();
229     if (error != GL_NO_ERROR)
230     {
231         ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
232         goto fail;
233     }
234 
235     if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
236     {
237         TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
238         gl_usage = GL_STREAM_DRAW_ARB;
239 
240         if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
241         {
242             GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
243             GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
244             checkGLcall("glBufferParameteriAPPLE");
245             buffer->flags |= WINED3D_BUFFER_APPLESYNC;
246         }
247         /* No setup is needed here for GL_ARB_map_buffer_range. */
248     }
249 
250     GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage));
251     error = gl_info->gl_ops.gl.p_glGetError();
252     if (error != GL_NO_ERROR)
253     {
254         ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
255         goto fail;
256     }
257 
258     buffer->buffer_object_usage = gl_usage;
259     buffer_invalidate_bo_range(buffer, 0, 0);
260 
261     return TRUE;
262 
263 fail:
264     /* Clean up all BO init, but continue because we can work without a BO :-) */
265     ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
266     buffer->flags &= ~WINED3D_BUFFER_USE_BO;
267     buffer_destroy_buffer_object(buffer, context);
268     buffer_clear_dirty_areas(buffer);
269     return FALSE;
270 }
271 
272 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
273         const enum wined3d_buffer_conversion_type conversion_type,
274         const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
275 {
276     const struct wined3d_format *format = attrib->format;
277     BOOL ret = FALSE;
278     unsigned int i;
279     DWORD_PTR data;
280 
281     /* Check for some valid situations which cause us pain. One is if the buffer is used for
282      * constant attributes(stride = 0), the other one is if the buffer is used on two streams
283      * with different strides. In the 2nd case we might have to drop conversion entirely,
284      * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
285      */
286     if (!attrib->stride)
287     {
288         FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
289                 debug_d3dformat(format->id));
290     }
291     else if (attrib->stride != *stride_this_run && *stride_this_run)
292     {
293         FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
294     }
295     else
296     {
297         *stride_this_run = attrib->stride;
298         if (buffer->stride != *stride_this_run)
299         {
300             /* We rely that this happens only on the first converted attribute that is found,
301              * if at all. See above check
302              */
303             TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
304             buffer->stride = *stride_this_run;
305             heap_free(buffer->conversion_map);
306             buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
307             ret = TRUE;
308         }
309     }
310 
311     data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
312     for (i = 0; i < format->attribute_size; ++i)
313     {
314         DWORD_PTR idx = (data + i) % buffer->stride;
315         if (buffer->conversion_map[idx] != conversion_type)
316         {
317             TRACE("Byte %lu in vertex changed:\n", idx);
318             TRACE("    It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
319             ret = TRUE;
320             buffer->conversion_map[idx] = conversion_type;
321         }
322     }
323 
324     return ret;
325 }
326 
327 #define WINED3D_BUFFER_FIXUP_D3DCOLOR   0x01
328 #define WINED3D_BUFFER_FIXUP_XYZRHW     0x02
329 
330 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
331         const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
332 {
333     const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
334     enum wined3d_format_id format;
335     BOOL ret = FALSE;
336 
337     /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
338      * there, on nonexistent attribs the vbo is 0.
339      */
340     if (!(si->use_map & (1u << attrib_idx))
341             || state->streams[attrib->stream_idx].buffer != This)
342         return FALSE;
343 
344     format = attrib->format->id;
345     /* Look for newly appeared conversion */
346     if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
347     {
348         ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
349     }
350     else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
351     {
352         if (format != WINED3DFMT_R32G32B32A32_FLOAT)
353         {
354             FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
355             return FALSE;
356         }
357 
358         ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
359     }
360     else if (This->conversion_map)
361     {
362         ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
363     }
364 
365     return ret;
366 }
367 
368 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
369         const struct wined3d_state *state, DWORD fixup_flags)
370 {
371     UINT stride_this_run = 0;
372     BOOL ret = FALSE;
373 
374     /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
375      * Once we have our declaration there is no need to look it up again. Index buffers also never need
376      * conversion, so once the (empty) conversion structure is created don't bother checking again
377      */
378     if (This->flags & WINED3D_BUFFER_HASDESC)
379     {
380         if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
381     }
382 
383     if (!fixup_flags)
384     {
385         TRACE("No fixup required.\n");
386         if(This->conversion_map)
387         {
388             heap_free(This->conversion_map);
389             This->conversion_map = NULL;
390             This->stride = 0;
391             return TRUE;
392         }
393 
394         return FALSE;
395     }
396 
397     TRACE("Finding vertex buffer conversion information\n");
398     /* Certain declaration types need some fixups before we can pass them to
399      * opengl. This means D3DCOLOR attributes with fixed function vertex
400      * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
401      * GL_ARB_half_float_vertex is not supported.
402      *
403      * Note for d3d8 and d3d9:
404      * The vertex buffer FVF doesn't help with finding them, we have to use
405      * the decoded vertex declaration and pick the things that concern the
406      * current buffer. A problem with this is that this can change between
407      * draws, so we have to validate the information and reprocess the buffer
408      * if it changes, and avoid false positives for performance reasons.
409      * WineD3D doesn't even know the vertex buffer any more, it is managed
410      * by the client libraries and passed to SetStreamSource and ProcessVertices
411      * as needed.
412      *
413      * We have to distinguish between vertex shaders and fixed function to
414      * pick the way we access the strided vertex information.
415      *
416      * This code sets up a per-byte array with the size of the detected
417      * stride of the arrays in the buffer. For each byte we have a field
418      * that marks the conversion needed on this byte. For example, the
419      * following declaration with fixed function vertex processing:
420      *
421      *      POSITIONT, FLOAT4
422      *      NORMAL, FLOAT3
423      *      DIFFUSE, FLOAT16_4
424      *      SPECULAR, D3DCOLOR
425      *
426      * Will result in
427      * {                 POSITIONT                    }{             NORMAL                }{    DIFFUSE          }{SPECULAR }
428      * [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]
429      *
430      * Where in this example map P means 4 component position conversion, 0
431      * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
432      * conversion (red / blue swizzle).
433      *
434      * If we're doing conversion and the stride changes we have to reconvert
435      * the whole buffer. Note that we do not mind if the semantic changes,
436      * we only care for the conversion type. So if the NORMAL is replaced
437      * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
438      * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
439      * conversion types depend on the semantic as well, for example a FLOAT4
440      * texcoord needs no conversion while a FLOAT4 positiont needs one
441      */
442 
443     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
444             fixup_flags, &stride_this_run) || ret;
445     fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
446 
447     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
448             fixup_flags, &stride_this_run) || ret;
449     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
450             fixup_flags, &stride_this_run) || ret;
451     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
452             fixup_flags, &stride_this_run) || ret;
453     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
454             fixup_flags, &stride_this_run) || ret;
455     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
456             fixup_flags, &stride_this_run) || ret;
457     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
458             fixup_flags, &stride_this_run) || ret;
459     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
460             fixup_flags, &stride_this_run) || ret;
461     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
462             fixup_flags, &stride_this_run) || ret;
463     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
464             fixup_flags, &stride_this_run) || ret;
465     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
466             fixup_flags, &stride_this_run) || ret;
467     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
468             fixup_flags, &stride_this_run) || ret;
469     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
470             fixup_flags, &stride_this_run) || ret;
471     ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
472             fixup_flags, &stride_this_run) || ret;
473 
474     if (!stride_this_run && This->conversion_map)
475     {
476         /* Sanity test */
477         if (!ret)
478             ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
479         heap_free(This->conversion_map);
480         This->conversion_map = NULL;
481         This->stride = 0;
482     }
483 
484     if (ret) TRACE("Conversion information changed\n");
485 
486     return ret;
487 }
488 
489 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
490 {
491     DWORD src_color = *dst_color;
492 
493     /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
494      * endianness. If we want this to work on big-endian machines as well we
495      * have to consider more things.
496      *
497      * 0xff000000: Alpha mask
498      * 0x00ff0000: Blue mask
499      * 0x0000ff00: Green mask
500      * 0x000000ff: Red mask
501      */
502     *dst_color = 0;
503     *dst_color |= (src_color & 0xff00ff00u);         /* Alpha Green */
504     *dst_color |= (src_color & 0x00ff0000u) >> 16;   /* Red */
505     *dst_color |= (src_color & 0x000000ffu) << 16;   /* Blue */
506 
507     return sizeof(*dst_color);
508 }
509 
510 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
511 {
512     /* rhw conversion like in position_float4(). */
513     if (p->w != 1.0f && p->w != 0.0f)
514     {
515         float w = 1.0f / p->w;
516         p->x *= w;
517         p->y *= w;
518         p->z *= w;
519         p->w = w;
520     }
521 
522     return sizeof(*p);
523 }
524 
525 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
526 {
527     ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
528 
529     TRACE("%p increasing refcount to %u.\n", buffer, refcount);
530 
531     return refcount;
532 }
533 
534 /* Context activation is done by the caller. */
535 static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
536         const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges)
537 {
538     const struct wined3d_gl_info *gl_info = context->gl_info;
539     const struct wined3d_map_range *range;
540 
541     buffer_bind(buffer, context);
542 
543     while (range_count--)
544     {
545         range = &ranges[range_count];
546         GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
547                 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
548     }
549     checkGLcall("glBufferSubData");
550 }
551 
552 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
553 {
554     unsigned int i, j, range_idx, start, end, vertex_count;
555     BYTE *data;
556 
557     if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
558     {
559         ERR("Failed to load system memory.\n");
560         return;
561     }
562     buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
563 
564     /* Now for each vertex in the buffer that needs conversion. */
565     vertex_count = buffer->resource.size / buffer->stride;
566 
567     if (!(data = heap_alloc(buffer->resource.size)))
568     {
569         ERR("Out of memory.\n");
570         return;
571     }
572 
573     for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
574     {
575         start = buffer->maps[range_idx].offset;
576         end = start + buffer->maps[range_idx].size;
577 
578         memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
579         for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
580         {
581             for (j = 0; j < buffer->stride;)
582             {
583                 switch (buffer->conversion_map[j])
584                 {
585                     case CONV_NONE:
586                         /* Done already */
587                         j += sizeof(DWORD);
588                         break;
589                     case CONV_D3DCOLOR:
590                         j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
591                         break;
592                     case CONV_POSITIONT:
593                         j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
594                         break;
595                     default:
596                         FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
597                         ++j;
598                 }
599             }
600         }
601     }
602 
603     wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps);
604 
605     heap_free(data);
606 }
607 
608 static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
609         struct wined3d_context *context, DWORD location)
610 {
611     switch (location)
612     {
613         case WINED3D_LOCATION_SYSMEM:
614             if (buffer->resource.heap_memory)
615                 return TRUE;
616 
617             if (!wined3d_resource_allocate_sysmem(&buffer->resource))
618             {
619                 ERR("Failed to allocate system memory.\n");
620                 return FALSE;
621             }
622             return TRUE;
623 
624         case WINED3D_LOCATION_BUFFER:
625             if (buffer->buffer_object)
626                 return TRUE;
627 
628             if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
629             {
630                 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
631                 return FALSE;
632             }
633             return buffer_create_buffer_object(buffer, context);
634 
635         default:
636             ERR("Invalid location %s.\n", wined3d_debug_location(location));
637             return FALSE;
638     }
639 }
640 
641 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
642         struct wined3d_context *context, DWORD location)
643 {
644     const struct wined3d_gl_info *gl_info = context->gl_info;
645 
646     TRACE("buffer %p, context %p, location %s.\n",
647             buffer, context, wined3d_debug_location(location));
648 
649     if (buffer->locations & location)
650     {
651         TRACE("Location (%#x) is already up to date.\n", location);
652         return TRUE;
653     }
654 
655     if (!buffer->locations)
656     {
657         ERR("Buffer %p does not have any up to date location.\n", buffer);
658         wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
659         return wined3d_buffer_load_location(buffer, context, location);
660     }
661 
662     TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
663 
664     if (!wined3d_buffer_prepare_location(buffer, context, location))
665         return FALSE;
666 
667     if (buffer->locations & WINED3D_LOCATION_DISCARDED)
668     {
669         TRACE("Buffer previously discarded, nothing to do.\n");
670         wined3d_buffer_validate_location(buffer, location);
671         wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
672         return TRUE;
673     }
674 
675     switch (location)
676     {
677         case WINED3D_LOCATION_SYSMEM:
678             buffer_bind(buffer, context);
679             GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
680                     buffer->resource.heap_memory));
681             checkGLcall("buffer download");
682             break;
683 
684         case WINED3D_LOCATION_BUFFER:
685             if (!buffer->conversion_map)
686                 wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
687                         0, buffer->modified_areas, buffer->maps);
688             else
689                 buffer_conversion_upload(buffer, context);
690             break;
691 
692         default:
693             ERR("Invalid location %s.\n", wined3d_debug_location(location));
694             return FALSE;
695     }
696 
697     wined3d_buffer_validate_location(buffer, location);
698     if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
699             && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
700         wined3d_buffer_evict_sysmem(buffer);
701 
702     return TRUE;
703 }
704 
705 /* Context activation is done by the caller. */
706 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
707 {
708     if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
709         buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
710     return buffer->resource.heap_memory;
711 }
712 
713 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
714         struct wined3d_bo_address *data, DWORD locations)
715 {
716     TRACE("buffer %p, data %p, locations %s.\n",
717             buffer, data, wined3d_debug_location(locations));
718 
719     if (locations & WINED3D_LOCATION_BUFFER)
720     {
721         data->buffer_object = buffer->buffer_object;
722         data->addr = NULL;
723         return WINED3D_LOCATION_BUFFER;
724     }
725     if (locations & WINED3D_LOCATION_SYSMEM)
726     {
727         data->buffer_object = 0;
728         data->addr = buffer->resource.heap_memory;
729         return WINED3D_LOCATION_SYSMEM;
730     }
731 
732     ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
733     data->buffer_object = 0;
734     data->addr = NULL;
735     return 0;
736 }
737 
738 static void buffer_unload(struct wined3d_resource *resource)
739 {
740     struct wined3d_buffer *buffer = buffer_from_resource(resource);
741 
742     TRACE("buffer %p.\n", buffer);
743 
744     if (buffer->buffer_object)
745     {
746         struct wined3d_context *context;
747 
748         context = context_acquire(resource->device, NULL, 0);
749 
750         wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
751         wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
752         buffer_destroy_buffer_object(buffer, context);
753         buffer_clear_dirty_areas(buffer);
754 
755         context_release(context);
756 
757         heap_free(buffer->conversion_map);
758         buffer->conversion_map = NULL;
759         buffer->stride = 0;
760         buffer->conversion_stride = 0;
761         buffer->flags &= ~WINED3D_BUFFER_HASDESC;
762     }
763 
764     resource_unload(resource);
765 }
766 
767 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
768 {
769     buffer->flags &= ~WINED3D_BUFFER_USE_BO;
770     buffer_unload(&buffer->resource);
771 }
772 
773 static void wined3d_buffer_destroy_object(void *object)
774 {
775     struct wined3d_buffer *buffer = object;
776     struct wined3d_context *context;
777 
778     if (buffer->buffer_object)
779     {
780         context = context_acquire(buffer->resource.device, NULL, 0);
781         buffer_destroy_buffer_object(buffer, context);
782         context_release(context);
783 
784         heap_free(buffer->conversion_map);
785     }
786 
787     heap_free(buffer->maps);
788     heap_free(buffer);
789 }
790 
791 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
792 {
793     ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
794 
795     TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
796 
797     if (!refcount)
798     {
799         buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
800         resource_cleanup(&buffer->resource);
801         wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
802     }
803 
804     return refcount;
805 }
806 
807 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
808 {
809     TRACE("buffer %p.\n", buffer);
810 
811     return buffer->resource.parent;
812 }
813 
814 /* The caller provides a context and binds the buffer */
815 static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info)
816 {
817     enum wined3d_fence_result ret;
818     HRESULT hr;
819 
820     /* No fencing needs to be done if the app promises not to overwrite
821      * existing data. */
822     if (flags & WINED3D_MAP_NOOVERWRITE)
823         return;
824 
825     if (flags & WINED3D_MAP_DISCARD)
826     {
827         GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage));
828         checkGLcall("glBufferData");
829         return;
830     }
831 
832     if (!buffer->fence)
833     {
834         TRACE("Creating fence for buffer %p.\n", buffer);
835 
836         if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence)))
837         {
838             if (hr == WINED3DERR_NOTAVAILABLE)
839                 FIXME("Fences not supported, dropping async buffer locks.\n");
840             else
841                 ERR("Failed to create fence, hr %#x.\n", hr);
842             goto drop_fence;
843         }
844 
845         /* Since we don't know about old draws a glFinish is needed once */
846         gl_info->gl_ops.gl.p_glFinish();
847         return;
848     }
849 
850     TRACE("Synchronizing buffer %p.\n", buffer);
851     ret = wined3d_fence_wait(buffer->fence, buffer->resource.device);
852     switch (ret)
853     {
854         case WINED3D_FENCE_NOT_STARTED:
855         case WINED3D_FENCE_OK:
856             /* All done */
857             return;
858 
859         case WINED3D_FENCE_WRONG_THREAD:
860             WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
861             goto drop_fence;
862 
863         default:
864             ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
865             goto drop_fence;
866     }
867 
868 drop_fence:
869     if (buffer->fence)
870     {
871         wined3d_fence_destroy(buffer->fence);
872         buffer->fence = NULL;
873     }
874 
875     gl_info->gl_ops.gl.p_glFinish();
876     GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
877     checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
878     buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
879 }
880 
881 static void buffer_mark_used(struct wined3d_buffer *buffer)
882 {
883     buffer->flags &= ~WINED3D_BUFFER_DISCARD;
884 }
885 
886 /* Context activation is done by the caller. */
887 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
888         const struct wined3d_state *state)
889 {
890     const struct wined3d_gl_info *gl_info = context->gl_info;
891     BOOL decl_changed = FALSE;
892 
893     TRACE("buffer %p.\n", buffer);
894 
895     if (buffer->resource.map_count)
896     {
897         WARN("Buffer is mapped, skipping preload.\n");
898         return;
899     }
900 
901     buffer_mark_used(buffer);
902 
903     /* TODO: Make converting independent from VBOs */
904     if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
905     {
906         /* Not doing any conversion */
907         return;
908     }
909 
910     if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
911     {
912         ERR("Failed to prepare buffer location.\n");
913         return;
914     }
915 
916     /* Reading the declaration makes only sense if we have valid state information
917      * (i.e., if this function is called during draws). */
918     if (state)
919     {
920         DWORD fixup_flags = 0;
921 
922         if (!use_vs(state))
923         {
924             if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
925                 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
926             if (!context->d3d_info->xyzrhw)
927                 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
928         }
929 
930         decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
931         buffer->flags |= WINED3D_BUFFER_HASDESC;
932     }
933 
934     if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
935     {
936         ++buffer->draw_count;
937         if (buffer->draw_count > VB_RESETDECLCHANGE)
938             buffer->decl_change_count = 0;
939         if (buffer->draw_count > VB_RESETFULLCONVS)
940             buffer->full_conversion_count = 0;
941         return;
942     }
943 
944     /* If applications change the declaration over and over, reconverting all the time is a huge
945      * performance hit. So count the declaration changes and release the VBO if there are too many
946      * of them (and thus stop converting)
947      */
948     if (decl_changed)
949     {
950         ++buffer->decl_change_count;
951         buffer->draw_count = 0;
952 
953         if (buffer->decl_change_count > VB_MAXDECLCHANGES
954                 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
955         {
956             FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
957             wined3d_buffer_drop_bo(buffer);
958             return;
959         }
960 
961         /* The declaration changed, reload the whole buffer. */
962         WARN("Reloading buffer because of a vertex declaration change.\n");
963         buffer_invalidate_bo_range(buffer, 0, 0);
964     }
965     else
966     {
967         /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
968          * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
969          * decl changes and reset the decl change count after a specific number of them
970          */
971         if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
972         {
973             ++buffer->full_conversion_count;
974             if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
975             {
976                 FIXME("Too many full buffer conversions, stopping converting.\n");
977                 wined3d_buffer_drop_bo(buffer);
978                 return;
979             }
980         }
981         else
982         {
983             ++buffer->draw_count;
984             if (buffer->draw_count > VB_RESETDECLCHANGE)
985                 buffer->decl_change_count = 0;
986             if (buffer->draw_count > VB_RESETFULLCONVS)
987                 buffer->full_conversion_count = 0;
988         }
989     }
990 
991     if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
992         ERR("Failed to load buffer location.\n");
993 }
994 
995 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
996 {
997     TRACE("buffer %p.\n", buffer);
998 
999     return &buffer->resource;
1000 }
1001 
1002 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1003 {
1004     struct wined3d_device *device = buffer->resource.device;
1005     struct wined3d_context *context;
1006     LONG count;
1007     BYTE *base;
1008 
1009     TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
1010 
1011     count = ++buffer->resource.map_count;
1012 
1013     if (buffer->buffer_object)
1014     {
1015         unsigned int dirty_offset = offset, dirty_size = size;
1016 
1017         /* DISCARD invalidates the entire buffer, regardless of the specified
1018          * offset and size. Some applications also depend on the entire buffer
1019          * being uploaded in that case. Two such applications are Port Royale
1020          * and Darkstar One. */
1021         if (flags & WINED3D_MAP_DISCARD)
1022         {
1023             dirty_offset = 0;
1024             dirty_size = 0;
1025         }
1026 
1027         if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
1028                 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
1029                 || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
1030         {
1031             if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1032             {
1033                 context = context_acquire(device, NULL, 0);
1034                 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1035                 context_release(context);
1036             }
1037 
1038             if (flags & WINED3D_MAP_WRITE)
1039                 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1040         }
1041         else
1042         {
1043             const struct wined3d_gl_info *gl_info;
1044 
1045             context = context_acquire(device, NULL, 0);
1046             gl_info = context->gl_info;
1047 
1048             if (flags & WINED3D_MAP_DISCARD)
1049                 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1050             else
1051                 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1052 
1053             if (flags & WINED3D_MAP_WRITE)
1054                 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1055 
1056             if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
1057                 wined3d_buffer_evict_sysmem(buffer);
1058 
1059             if (count == 1)
1060             {
1061                 buffer_bind(buffer, context);
1062 
1063                 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1064                  * multitexture fill rate test seems to depend on this. When
1065                  * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1066                  * driver is free to discard the previous contents of the
1067                  * buffer. The r600g driver only does this when the buffer is
1068                  * currently in use, while the proprietary NVIDIA driver
1069                  * appears to do this unconditionally. */
1070                 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1071                     flags &= ~WINED3D_MAP_DISCARD;
1072 
1073                 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1074                 {
1075                     GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
1076                     buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1077                             0, buffer->resource.size, mapflags));
1078                     checkGLcall("glMapBufferRange");
1079                 }
1080                 else
1081                 {
1082                     if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1083                         buffer_sync_apple(buffer, flags, gl_info);
1084                     buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
1085                             GL_READ_WRITE));
1086                     checkGLcall("glMapBuffer");
1087                 }
1088 
1089                 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1090                 {
1091                     WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1092 
1093                     GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1094                     checkGLcall("glUnmapBuffer");
1095                     buffer->map_ptr = NULL;
1096 
1097                     if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1098                     {
1099                         /* The extra copy is more expensive than not using VBOs at
1100                          * all on the Nvidia Linux driver, which is the only driver
1101                          * that returns unaligned pointers.
1102                          */
1103                         TRACE("Dynamic buffer, dropping VBO.\n");
1104                         wined3d_buffer_drop_bo(buffer);
1105                     }
1106                     else
1107                     {
1108                         TRACE("Falling back to doublebuffered operation.\n");
1109                         wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1110                         buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1111                     }
1112                     TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1113                 }
1114             }
1115 
1116             context_release(context);
1117         }
1118 
1119         if (flags & WINED3D_MAP_DISCARD)
1120             buffer->flags |= WINED3D_BUFFER_DISCARD;
1121     }
1122 
1123     base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1124     *data = base + offset;
1125 
1126     TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1127     /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1128 
1129     return WINED3D_OK;
1130 }
1131 
1132 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1133 {
1134     ULONG i;
1135 
1136     TRACE("buffer %p.\n", buffer);
1137 
1138     /* In the case that the number of Unmap calls > the
1139      * number of Map calls, d3d returns always D3D_OK.
1140      * This is also needed to prevent Map from returning garbage on
1141      * the next call (this will happen if the lock_count is < 0). */
1142     if (!buffer->resource.map_count)
1143     {
1144         WARN("Unmap called without a previous map call.\n");
1145         return;
1146     }
1147 
1148     if (--buffer->resource.map_count)
1149     {
1150         /* Delay loading the buffer until everything is unlocked */
1151         TRACE("Ignoring unmap.\n");
1152         return;
1153     }
1154 
1155     if (buffer->map_ptr)
1156     {
1157         struct wined3d_device *device = buffer->resource.device;
1158         const struct wined3d_gl_info *gl_info;
1159         struct wined3d_context *context;
1160 
1161         context = context_acquire(device, NULL, 0);
1162         gl_info = context->gl_info;
1163 
1164         buffer_bind(buffer, context);
1165 
1166         if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1167         {
1168             for (i = 0; i < buffer->modified_areas; ++i)
1169             {
1170                 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1171                         buffer->maps[i].offset, buffer->maps[i].size));
1172                 checkGLcall("glFlushMappedBufferRange");
1173             }
1174         }
1175         else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1176         {
1177             for (i = 0; i < buffer->modified_areas; ++i)
1178             {
1179                 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1180                         buffer->maps[i].offset, buffer->maps[i].size));
1181                 checkGLcall("glFlushMappedBufferRangeAPPLE");
1182             }
1183         }
1184 
1185         GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1186         if (wined3d_settings.strict_draw_ordering)
1187             gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1188         context_release(context);
1189 
1190         buffer_clear_dirty_areas(buffer);
1191         buffer->map_ptr = NULL;
1192     }
1193 }
1194 
1195 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1196         struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1197 {
1198     struct wined3d_bo_address dst, src;
1199     struct wined3d_context *context;
1200     DWORD dst_location;
1201 
1202     buffer_mark_used(dst_buffer);
1203     buffer_mark_used(src_buffer);
1204 
1205     dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1206     dst.addr += dst_offset;
1207 
1208     wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1209     src.addr += src_offset;
1210 
1211     context = context_acquire(dst_buffer->resource.device, NULL, 0);
1212     context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint,
1213             &src, src_buffer->buffer_type_hint, size);
1214     context_release(context);
1215 
1216     wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1217 }
1218 
1219 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
1220         const struct wined3d_box *box, const void *data)
1221 {
1222     struct wined3d_map_range range;
1223 
1224     if (box)
1225     {
1226         range.offset = box->left;
1227         range.size = box->right - box->left;
1228     }
1229     else
1230     {
1231         range.offset = 0;
1232         range.size = buffer->resource.size;
1233     }
1234 
1235     wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
1236 }
1237 
1238 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1239 {
1240     return wined3d_buffer_incref(buffer_from_resource(resource));
1241 }
1242 
1243 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1244 {
1245     return wined3d_buffer_decref(buffer_from_resource(resource));
1246 }
1247 
1248 static void buffer_resource_preload(struct wined3d_resource *resource)
1249 {
1250     struct wined3d_context *context;
1251 
1252     context = context_acquire(resource->device, NULL, 0);
1253     wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1254     context_release(context);
1255 }
1256 
1257 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1258         struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1259 {
1260     struct wined3d_buffer *buffer = buffer_from_resource(resource);
1261     UINT offset, size;
1262 
1263     if (sub_resource_idx)
1264     {
1265         WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1266         return E_INVALIDARG;
1267     }
1268 
1269     if (box)
1270     {
1271         offset = box->left;
1272         size = box->right - box->left;
1273     }
1274     else
1275     {
1276         offset = size = 0;
1277     }
1278 
1279     map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1280     return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1281 }
1282 
1283 static HRESULT buffer_resource_sub_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1284         struct wined3d_map_info *info, DWORD flags)
1285 {
1286     struct wined3d_buffer *buffer = buffer_from_resource(resource);
1287 
1288     if (sub_resource_idx)
1289     {
1290         WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1291         return E_INVALIDARG;
1292     }
1293 
1294     info->row_pitch   = buffer->desc.byte_width;
1295     info->slice_pitch = buffer->desc.byte_width;
1296     info->size        = buffer->resource.size;
1297 
1298     return WINED3D_OK;
1299 }
1300 
1301 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1302 {
1303     if (sub_resource_idx)
1304     {
1305         WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1306         return E_INVALIDARG;
1307     }
1308 
1309     wined3d_buffer_unmap(buffer_from_resource(resource));
1310     return WINED3D_OK;
1311 }
1312 
1313 static const struct wined3d_resource_ops buffer_resource_ops =
1314 {
1315     buffer_resource_incref,
1316     buffer_resource_decref,
1317     buffer_resource_preload,
1318     buffer_unload,
1319     buffer_resource_sub_resource_map,
1320     buffer_resource_sub_resource_map_info,
1321     buffer_resource_sub_resource_unmap,
1322 };
1323 
1324 static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
1325         unsigned int bind_flags)
1326 {
1327     if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1328         return GL_ELEMENT_ARRAY_BUFFER;
1329 
1330     if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
1331             && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1332         return GL_TEXTURE_BUFFER;
1333 
1334     if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1335         return GL_UNIFORM_BUFFER;
1336 
1337     if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1338         return GL_TRANSFORM_FEEDBACK_BUFFER;
1339 
1340     if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1341         FIXME("Unhandled bind flags %#x.\n", bind_flags);
1342 
1343     return GL_ARRAY_BUFFER;
1344 }
1345 
1346 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1347         UINT size, DWORD usage, enum wined3d_format_id format_id, unsigned int access, unsigned int bind_flags,
1348         const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1349 {
1350     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1351     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage);
1352     BOOL dynamic_buffer_ok;
1353     HRESULT hr;
1354 
1355     if (!size)
1356     {
1357         WARN("Size 0 requested, returning E_INVALIDARG.\n");
1358         return E_INVALIDARG;
1359     }
1360 
1361     if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1362     {
1363         WARN("Size %#x is not suitably aligned for constant buffers.\n", size);
1364         return E_INVALIDARG;
1365     }
1366 
1367     if (data && !data->data)
1368     {
1369         WARN("Invalid sub-resource data specified.\n");
1370         return E_INVALIDARG;
1371     }
1372 
1373     if (FAILED(hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE,
1374             0, usage, access, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops)))
1375     {
1376         WARN("Failed to initialize resource, hr %#x.\n", hr);
1377         return hr;
1378     }
1379     buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
1380     buffer->bind_flags = bind_flags;
1381     buffer->locations = WINED3D_LOCATION_SYSMEM;
1382 
1383     TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1384             buffer, buffer->resource.size, buffer->resource.usage,
1385             debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
1386 
1387     if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1388             || wined3d_resource_access_is_managed(access))
1389     {
1390         /* SWvp and managed buffers always return the same pointer in buffer
1391          * maps and retain data in DISCARD maps. Keep a system memory copy of
1392          * the buffer to provide the same behavior to the application. */
1393         TRACE("Using doublebuffer mode.\n");
1394         buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1395     }
1396 
1397     /* Observations show that draw_primitive_immediate_mode() is faster on
1398      * dynamic vertex buffers than converting + draw_primitive_arrays().
1399      * (Half-Life 2 and others.) */
1400     dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1401 
1402     if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1403     {
1404         TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1405     }
1406     else if (!(access & WINED3D_RESOURCE_ACCESS_GPU))
1407     {
1408         TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1409     }
1410     else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1411     {
1412         TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1413     }
1414     else
1415     {
1416         buffer->flags |= WINED3D_BUFFER_USE_BO;
1417     }
1418 
1419     if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1420     {
1421         ERR("Out of memory.\n");
1422         buffer_unload(&buffer->resource);
1423         resource_cleanup(&buffer->resource);
1424         wined3d_resource_wait_idle(&buffer->resource);
1425         return E_OUTOFMEMORY;
1426     }
1427     buffer->maps_size = 1;
1428 
1429     if (data)
1430         wined3d_device_update_sub_resource(device, &buffer->resource,
1431                 0, NULL, data->data, data->row_pitch, data->slice_pitch);
1432 
1433     return WINED3D_OK;
1434 }
1435 
1436 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1437         const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1438         struct wined3d_buffer **buffer)
1439 {
1440     struct wined3d_buffer *object;
1441     HRESULT hr;
1442 
1443     TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1444             device, desc, data, parent, parent_ops, buffer);
1445 
1446     if (!(object = heap_alloc_zero(sizeof(*object))))
1447         return E_OUTOFMEMORY;
1448 
1449     if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1450             desc->access, desc->bind_flags, data, parent, parent_ops)))
1451     {
1452         WARN("Failed to initialize buffer, hr %#x.\n", hr);
1453         heap_free(object);
1454         return hr;
1455     }
1456     object->desc = *desc;
1457 
1458     TRACE("Created buffer %p.\n", object);
1459 
1460     *buffer = object;
1461 
1462     return WINED3D_OK;
1463 }
1464