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