wine/dlls/wined3d/buffer.c
2011-08-24 11:52:06 +02:00

1378 lines
48 KiB
C

/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007-2010 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
#define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
#define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
{
if (!This->buffer_object) return TRUE;
if (This->maps_size <= This->modified_areas)
{
void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
This->maps_size * 2 * sizeof(*This->maps));
if (!new)
{
ERR("Out of memory\n");
return FALSE;
}
else
{
This->maps = new;
This->maps_size *= 2;
}
}
if(offset > This->resource.size || offset + size > This->resource.size)
{
WARN("Invalid range dirtified, marking entire buffer dirty\n");
offset = 0;
size = This->resource.size;
}
else if(!offset && !size)
{
size = This->resource.size;
}
This->maps[This->modified_areas].offset = offset;
This->maps[This->modified_areas].size = size;
This->modified_areas++;
return TRUE;
}
static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
{
This->modified_areas = 0;
}
static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
{
return !!This->modified_areas;
}
static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
{
unsigned int i;
for(i = 0; i < This->modified_areas; i++)
{
if (!This->maps[i].offset && This->maps[i].size == This->resource.size)
{
return TRUE;
}
}
return FALSE;
}
/* Context activation is done by the caller */
static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
{
if(!This->buffer_object) return;
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->buffer_object = 0;
if(This->query)
{
wined3d_event_query_destroy(This->query);
This->query = NULL;
}
This->flags &= ~WINED3D_BUFFER_APPLESYNC;
}
/* Context activation is done by the caller. */
static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
{
GLenum error, gl_usage;
TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
This, debug_d3dusage(This->resource.usage));
ENTER_GL();
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
* with full functionality(but performance loss)
*/
while (glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
* The vertex declaration from the device determines how the data in the
* buffer is interpreted. This means that on each draw call the buffer has
* to be verified to check if the rhw and color values are in the correct
* format. */
GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
error = glGetError();
if (!This->buffer_object || error != GL_NO_ERROR)
{
ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
LEAVE_GL();
goto fail;
}
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
error = glGetError();
if (error != GL_NO_ERROR)
{
ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
LEAVE_GL();
goto fail;
}
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage.
*/
if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
{
TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
gl_usage = GL_STREAM_DRAW_ARB;
if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
{
GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
This->flags |= WINED3D_BUFFER_FLUSH;
GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
This->flags |= WINED3D_BUFFER_APPLESYNC;
}
/* No setup is needed here for GL_ARB_map_buffer_range */
}
else
{
TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
gl_usage = GL_DYNAMIC_DRAW_ARB;
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once and
* calling glBufferSubData on updates. Upload the actual data in case
* we're not double buffering, so we can release the heap mem afterwards
*/
GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
error = glGetError();
LEAVE_GL();
if (error != GL_NO_ERROR)
{
ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
This->buffer_object_size = This->resource.size;
This->buffer_object_usage = gl_usage;
if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
{
if(!buffer_add_dirty_area(This, 0, 0))
{
ERR("buffer_add_dirty_area failed, this is not expected\n");
goto fail;
}
}
else
{
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;
This->resource.heapMemory = NULL;
}
return;
fail:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
delete_gl_buffer(This, gl_info);
buffer_clear_dirty_areas(This);
}
static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
const enum wined3d_buffer_conversion_type conversion_type,
const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
{
DWORD attrib_size;
BOOL ret = FALSE;
unsigned int i;
DWORD_PTR data;
/* Check for some valid situations which cause us pain. One is if the buffer is used for
* constant attributes(stride = 0), the other one is if the buffer is used on two streams
* with different strides. In the 2nd case we might have to drop conversion entirely,
* it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
*/
if (!attrib->stride)
{
FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
debug_d3dformat(attrib->format->id));
}
else if(attrib->stride != *stride_this_run && *stride_this_run)
{
FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
}
else
{
*stride_this_run = attrib->stride;
if (This->stride != *stride_this_run)
{
/* We rely that this happens only on the first converted attribute that is found,
* if at all. See above check
*/
TRACE("Reconverting because converted attributes occur, and the stride changed\n");
This->stride = *stride_this_run;
HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*This->conversion_map) * This->stride);
ret = TRUE;
}
}
data = ((DWORD_PTR)attrib->data.addr) % This->stride;
attrib_size = attrib->format->component_count * attrib->format->component_size;
for (i = 0; i < attrib_size; ++i)
{
DWORD_PTR idx = (data + i) % This->stride;
if (This->conversion_map[idx] != conversion_type)
{
TRACE("Byte %ld in vertex changed\n", idx);
TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
ret = TRUE;
This->conversion_map[idx] = conversion_type;
}
}
return ret;
}
static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
DWORD *stride_this_run)
{
const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
enum wined3d_format_id format;
BOOL ret = FALSE;
/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
* there, on nonexistent attribs the vbo is 0.
*/
if (!(si->use_map & (1 << attrib_idx))
|| attrib->data.buffer_object != This->buffer_object)
return FALSE;
format = attrib->format->id;
/* Look for newly appeared conversion */
if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
{
ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
}
else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
{
ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
}
else if (This->conversion_map)
{
ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
}
return ret;
}
static BOOL buffer_find_decl(struct wined3d_buffer *This)
{
struct wined3d_device *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_stream_info *si = &device->strided_streams;
const struct wined3d_state *state = &device->stateBlock->state;
UINT stride_this_run = 0;
BOOL ret = FALSE;
BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again. Index buffers also never need
* conversion, so once the (empty) conversion structure is created don't bother checking again
*/
if (This->flags & WINED3D_BUFFER_HASDESC)
{
if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
}
if (use_vs(state))
{
TRACE("Vertex shaders used, no VBO conversion is needed\n");
if(This->conversion_map)
{
HeapFree(GetProcessHeap(), 0, This->conversion_map);
This->conversion_map = NULL;
This->stride = 0;
return TRUE;
}
return FALSE;
}
TRACE("Finding vertex buffer conversion information\n");
/* Certain declaration types need some fixups before we can pass them to
* opengl. This means D3DCOLOR attributes with fixed function vertex
* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
* GL_ARB_half_float_vertex is not supported.
*
* Note for d3d8 and d3d9:
* The vertex buffer FVF doesn't help with finding them, we have to use
* the decoded vertex declaration and pick the things that concern the
* current buffer. A problem with this is that this can change between
* draws, so we have to validate the information and reprocess the buffer
* if it changes, and avoid false positives for performance reasons.
* WineD3D doesn't even know the vertex buffer any more, it is managed
* by the client libraries and passed to SetStreamSource and ProcessVertices
* as needed.
*
* We have to distinguish between vertex shaders and fixed function to
* pick the way we access the strided vertex information.
*
* This code sets up a per-byte array with the size of the detected
* stride of the arrays in the buffer. For each byte we have a field
* that marks the conversion needed on this byte. For example, the
* following declaration with fixed function vertex processing:
*
* POSITIONT, FLOAT4
* NORMAL, FLOAT3
* DIFFUSE, FLOAT16_4
* SPECULAR, D3DCOLOR
*
* Will result in
* { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
* [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
*
* Where in this example map P means 4 component position conversion, 0
* means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
* conversion (red / blue swizzle).
*
* If we're doing conversion and the stride changes we have to reconvert
* the whole buffer. Note that we do not mind if the semantic changes,
* we only care for the conversion type. So if the NORMAL is replaced
* with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
* with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
* conversion types depend on the semantic as well, for example a FLOAT4
* texcoord needs no conversion while a FLOAT4 positiont needs one
*/
ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
TRUE, TRUE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
!support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
!support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
TRUE, FALSE, FALSE, &stride_this_run) || ret;
if (!stride_this_run && This->conversion_map)
{
/* Sanity test */
if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
HeapFree(GetProcessHeap(), 0, This->conversion_map);
This->conversion_map = NULL;
This->stride = 0;
}
if (ret) TRACE("Conversion information changed\n");
return ret;
}
static inline void fixup_d3dcolor(DWORD *dst_color)
{
DWORD src_color = *dst_color;
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*dst_color = 0;
*dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
*dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
*dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
}
static inline void fixup_transformed_pos(float *p)
{
/* rhw conversion like in position_float4(). */
if (p[3] != 1.0f && p[3] != 0.0f)
{
float w = 1.0f / p[3];
p[0] *= w;
p[1] *= w;
p[2] *= w;
p[3] = w;
}
}
/* Context activation is done by the caller. */
void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
struct wined3d_bo_address *data)
{
data->buffer_object = buffer->buffer_object;
if (!buffer->buffer_object)
{
if (buffer->flags & WINED3D_BUFFER_CREATEBO)
{
buffer_create_buffer_object(buffer, gl_info);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
if (buffer->buffer_object)
{
data->buffer_object = buffer->buffer_object;
data->addr = NULL;
return;
}
}
data->addr = buffer->resource.allocatedMemory;
}
else
{
data->addr = NULL;
}
}
ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
{
ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
TRACE("%p increasing refcount to %u.\n", buffer, refcount);
return refcount;
}
/* Context activation is done by the caller. */
BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
{
/* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
LEAVE_GL();
This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
return This->resource.allocatedMemory;
}
/* Do not call while under the GL lock. */
static void buffer_unload(struct wined3d_resource *resource)
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
TRACE("buffer %p.\n", buffer);
if (buffer->buffer_object)
{
struct wined3d_device *device = resource->device;
struct wined3d_context *context;
context = context_acquire(device, NULL);
/* Download the buffer, but don't permanently enable double buffering */
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
buffer_get_sysmem(buffer, context->gl_info);
buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
}
delete_gl_buffer(buffer, context->gl_info);
buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
buffer_clear_dirty_areas(buffer);
context_release(context);
HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
buffer->conversion_map = NULL;
buffer->stride = 0;
buffer->conversion_stride = 0;
buffer->flags &= ~WINED3D_BUFFER_HASDESC;
}
resource_unload(resource);
}
/* Do not call while under the GL lock. */
ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
{
ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
if (!refcount)
{
buffer_unload(&buffer->resource);
resource_cleanup(&buffer->resource);
buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
HeapFree(GetProcessHeap(), 0, buffer->maps);
HeapFree(GetProcessHeap(), 0, buffer);
}
return refcount;
}
void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
{
TRACE("buffer %p.\n", buffer);
return buffer->resource.parent;
}
DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
{
return resource_set_priority(&buffer->resource, priority);
}
DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
{
return resource_get_priority(&buffer->resource);
}
/* The caller provides a context and binds the buffer */
static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
{
enum wined3d_event_query_result ret;
/* No fencing needs to be done if the app promises not to overwrite
* existing data */
if(flags & WINED3DLOCK_NOOVERWRITE) return;
if(flags & WINED3DLOCK_DISCARD)
{
ENTER_GL();
GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
checkGLcall("glBufferDataARB\n");
LEAVE_GL();
return;
}
if(!This->query)
{
TRACE("Creating event query for buffer %p\n", This);
if (!wined3d_event_query_supported(gl_info))
{
FIXME("Event queries not supported, dropping async buffer locks.\n");
goto drop_query;
}
This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
if (!This->query)
{
ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
goto drop_query;
}
/* Since we don't know about old draws a glFinish is needed once */
wglFinish();
return;
}
TRACE("Synchronizing buffer %p\n", This);
ret = wined3d_event_query_finish(This->query, This->resource.device);
switch(ret)
{
case WINED3D_EVENT_QUERY_NOT_STARTED:
case WINED3D_EVENT_QUERY_OK:
/* All done */
return;
case WINED3D_EVENT_QUERY_WRONG_THREAD:
WARN("Cannot synchronize buffer lock due to a thread conflict\n");
goto drop_query;
default:
ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
goto drop_query;
}
drop_query:
if(This->query)
{
wined3d_event_query_destroy(This->query);
This->query = NULL;
}
wglFinish();
ENTER_GL();
GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
LEAVE_GL();
This->flags &= ~WINED3D_BUFFER_APPLESYNC;
}
/* The caller provides a GL context */
static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
{
BYTE *map;
UINT start = 0, len = 0;
ENTER_GL();
/* This potentially invalidates the element array buffer binding, but the
* caller always takes care of this. */
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
checkGLcall("glBindBufferARB");
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GLbitfield mapflags;
mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
if (flags & WINED3D_BUFFER_DISCARD)
mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
if (flags & WINED3D_BUFFER_NOSYNC)
mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
This->resource.size, mapflags));
checkGLcall("glMapBufferRange");
}
else
{
if (This->flags & WINED3D_BUFFER_APPLESYNC)
{
DWORD syncflags = 0;
if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
LEAVE_GL();
buffer_sync_apple(This, syncflags, gl_info);
ENTER_GL();
}
map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
checkGLcall("glMapBufferARB");
}
if (!map)
{
LEAVE_GL();
ERR("Failed to map opengl buffer\n");
return;
}
while (This->modified_areas)
{
This->modified_areas--;
start = This->maps[This->modified_areas].offset;
len = This->maps[This->modified_areas].size;
memcpy(map + start, This->resource.allocatedMemory + start, len);
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
checkGLcall("glFlushMappedBufferRange");
}
else if (This->flags & WINED3D_BUFFER_FLUSH)
{
GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
checkGLcall("glFlushMappedBufferRangeAPPLE");
}
}
GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
}
/* Do not call while under the GL lock. */
void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
{
DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
struct wined3d_device *device = buffer->resource.device;
UINT start = 0, end = 0, len = 0, vertices;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
BOOL decl_changed = FALSE;
unsigned int i, j;
BYTE *data;
TRACE("buffer %p.\n", buffer);
buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
if (!buffer->buffer_object)
{
/* TODO: Make converting independent from VBOs */
if (buffer->flags & WINED3D_BUFFER_CREATEBO)
{
context = context_acquire(device, NULL);
buffer_create_buffer_object(buffer, context->gl_info);
context_release(context);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
}
else
{
/* Not doing any conversion */
return;
}
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if (device->isInDraw && buffer->bind_count > 0)
{
decl_changed = buffer_find_decl(buffer);
buffer->flags |= WINED3D_BUFFER_HASDESC;
}
if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
{
++buffer->draw_count;
if (buffer->draw_count > VB_RESETDECLCHANGE)
buffer->decl_change_count = 0;
if (buffer->draw_count > VB_RESETFULLCONVS)
buffer->full_conversion_count = 0;
return;
}
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too many
* of them (and thus stop converting)
*/
if (decl_changed)
{
++buffer->decl_change_count;
buffer->draw_count = 0;
if (buffer->decl_change_count > VB_MAXDECLCHANGES
|| (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
{
FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
buffer_unload(&buffer->resource);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
/* The stream source state handler might have read the memory of
* the vertex buffer already and got the memory in the vbo which
* is not valid any longer. Dirtify the stream source to force a
* reload. This happens only once per changed vertexbuffer and
* should occur rather rarely. */
device_invalidate_state(device, STATE_STREAMSRC);
return;
}
/* The declaration changed, reload the whole buffer */
WARN("Reloading buffer because of decl change\n");
buffer_clear_dirty_areas(buffer);
if (!buffer_add_dirty_area(buffer, 0, 0))
{
ERR("buffer_add_dirty_area failed, this is not expected\n");
return;
}
/* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
* cleared for unsynchronized updates
*/
flags = 0;
}
else
{
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
* decl changes and reset the decl change count after a specific number of them
*/
if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
{
++buffer->full_conversion_count;
if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
{
FIXME("Too many full buffer conversions, stopping converting.\n");
buffer_unload(&buffer->resource);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
if (buffer->bind_count)
device_invalidate_state(device, STATE_STREAMSRC);
return;
}
}
else
{
++buffer->draw_count;
if (buffer->draw_count > VB_RESETDECLCHANGE)
buffer->decl_change_count = 0;
if (buffer->draw_count > VB_RESETFULLCONVS)
buffer->full_conversion_count = 0;
}
}
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
device_invalidate_state(device, STATE_INDEXBUFFER);
if (!buffer->conversion_map)
{
/* That means that there is nothing to fixup. Just upload from
* buffer->resource.allocatedMemory directly into the vbo. Do not
* free the system memory copy because drawPrimitive may need it if
* the stride is 0, for instancing emulation, vertex blending
* emulation or shader emulation. */
TRACE("No conversion needed.\n");
/* Nothing to do because we locked directly into the vbo */
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
return;
}
context = context_acquire(device, NULL);
buffer_direct_upload(buffer, context->gl_info, flags);
context_release(context);
return;
}
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
buffer_get_sysmem(buffer, gl_info);
}
/* Now for each vertex in the buffer that needs conversion */
vertices = buffer->resource.size / buffer->stride;
data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
while(buffer->modified_areas)
{
buffer->modified_areas--;
start = buffer->maps[buffer->modified_areas].offset;
len = buffer->maps[buffer->modified_areas].size;
end = start + len;
memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
{
for (j = 0; j < buffer->stride; ++j)
{
switch (buffer->conversion_map[j])
{
case CONV_NONE:
/* Done already */
j += 3;
break;
case CONV_D3DCOLOR:
fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
j += 3;
break;
case CONV_POSITIONT:
fixup_transformed_pos((float *) (data + i * buffer->stride + j));
j += 15;
break;
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
HeapFree(GetProcessHeap(), 0, data);
context_release(context);
}
static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
{
/* Not all flags make sense together, but Windows never returns an error. Catch the
* cases that could cause issues */
if(flags & WINED3DLOCK_READONLY)
{
if(flags & WINED3DLOCK_DISCARD)
{
WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
return 0;
}
if(flags & WINED3DLOCK_NOOVERWRITE)
{
WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
return 0;
}
}
else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
{
WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
return 0;
}
else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
{
WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
return 0;
}
return flags;
}
static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
{
GLbitfield ret = 0;
if (!(d3d_flags & WINED3DLOCK_READONLY))
ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
if (!(d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)))
ret |= GL_MAP_READ_BIT;
if (d3d_flags & WINED3DLOCK_DISCARD)
ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
if (d3d_flags & WINED3DLOCK_NOOVERWRITE)
ret |= GL_MAP_UNSYNCHRONIZED_BIT;
return ret;
}
struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
{
TRACE("buffer %p.\n", buffer);
return &buffer->resource;
}
HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
{
BOOL dirty = buffer_is_dirty(buffer);
LONG count;
TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
flags = buffer_sanitize_flags(buffer, flags);
if (!(flags & WINED3DLOCK_READONLY))
{
if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY;
}
count = InterlockedIncrement(&buffer->lock_count);
if (buffer->buffer_object)
{
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
if (count == 1)
{
struct wined3d_device *device = buffer->resource.device;
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
context_invalidate_state(context, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GLbitfield mapflags = buffer_gl_map_flags(flags);
buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
0, buffer->resource.size, mapflags));
checkGLcall("glMapBufferRange");
}
else
{
if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
{
LEAVE_GL();
buffer_sync_apple(buffer, flags, gl_info);
ENTER_GL();
}
buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
GL_READ_WRITE_ARB));
checkGLcall("glMapBufferARB");
}
LEAVE_GL();
if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
{
WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
ENTER_GL();
GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
buffer->resource.allocatedMemory = NULL;
if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
{
/* The extra copy is more expensive than not using VBOs at
* all on the Nvidia Linux driver, which is the only driver
* that returns unaligned pointers
*/
TRACE("Dynamic buffer, dropping VBO\n");
buffer_unload(&buffer->resource);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
if (buffer->bind_count)
device_invalidate_state(device, STATE_STREAMSRC);
}
else
{
TRACE("Falling back to doublebuffered operation\n");
buffer_get_sysmem(buffer, gl_info);
}
TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
}
context_release(context);
}
}
else
{
if (dirty)
{
if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
{
buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
}
}
else if(flags & WINED3DLOCK_NOOVERWRITE)
{
buffer->flags |= WINED3D_BUFFER_NOSYNC;
}
if (flags & WINED3DLOCK_DISCARD)
{
buffer->flags |= WINED3D_BUFFER_DISCARD;
}
}
}
*data = buffer->resource.allocatedMemory + offset;
TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
/* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
{
ULONG i;
TRACE("buffer %p.\n", buffer);
/* In the case that the number of Unmap calls > the
* number of Map calls, d3d returns always D3D_OK.
* This is also needed to prevent Map from returning garbage on
* the next call (this will happen if the lock_count is < 0). */
if (!buffer->lock_count)
{
WARN("Unmap called without a previous map call.\n");
return;
}
if (InterlockedDecrement(&buffer->lock_count))
{
/* Delay loading the buffer until everything is unlocked */
TRACE("Ignoring unmap.\n");
return;
}
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
{
struct wined3d_device *device = buffer->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
context_invalidate_state(context, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
for (i = 0; i < buffer->modified_areas; ++i)
{
GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
buffer->maps[i].offset, buffer->maps[i].size));
checkGLcall("glFlushMappedBufferRange");
}
}
else if (buffer->flags & WINED3D_BUFFER_FLUSH)
{
for (i = 0; i < buffer->modified_areas; ++i)
{
GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
buffer->maps[i].offset, buffer->maps[i].size));
checkGLcall("glFlushMappedBufferRangeAPPLE");
}
}
GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
LEAVE_GL();
if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
buffer->resource.allocatedMemory = NULL;
buffer_clear_dirty_areas(buffer);
}
else if (buffer->flags & WINED3D_BUFFER_HASDESC)
{
wined3d_buffer_preload(buffer);
}
}
static const struct wined3d_resource_ops buffer_resource_ops =
{
buffer_unload,
};
static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
HRESULT hr;
BOOL dynamic_buffer_ok;
if (!size)
{
WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
hr = resource_init(&buffer->resource, device, WINED3DRTYPE_BUFFER, format,
WINED3DMULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
parent, parent_ops, &buffer_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, hr %#x\n", hr);
return hr;
}
buffer->buffer_type_hint = bind_hint;
TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
* drawStridedFast (half-life 2 and others).
*
* Basically converting the vertices in the buffer is quite expensive, and observations
* show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
* Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
*/
if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
{
TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
}
else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
{
TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
}
else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
{
TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
}
else
{
buffer->flags |= WINED3D_BUFFER_CREATEBO;
}
if (data)
{
BYTE *ptr;
hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
if (FAILED(hr))
{
ERR("Failed to map buffer, hr %#x\n", hr);
buffer_unload(&buffer->resource);
resource_cleanup(&buffer->resource);
return hr;
}
memcpy(ptr, data, size);
wined3d_buffer_unmap(buffer);
}
buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
if (!buffer->maps)
{
ERR("Out of memory\n");
buffer_unload(&buffer->resource);
resource_cleanup(&buffer->resource);
return E_OUTOFMEMORY;
}
buffer->maps_size = 1;
return WINED3D_OK;
}
HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
{
struct wined3d_buffer *object;
HRESULT hr;
TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate memory\n");
return E_OUTOFMEMORY;
}
FIXME("Ignoring access flags (pool)\n");
hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
object->desc = *desc;
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}
HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
{
struct wined3d_buffer *object;
HRESULT hr;
TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
device, size, usage, pool, parent, parent_ops, buffer);
if (pool == WINED3DPOOL_SCRATCH)
{
/* The d3d9 tests shows that this is not allowed. It doesn't make much
* sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
WARN("Vertex buffer in WINED3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
*buffer = NULL;
return WINED3DERR_INVALIDCALL;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*buffer = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}
HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
{
struct wined3d_buffer *object;
HRESULT hr;
TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
device, size, usage, pool, parent, parent_ops, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*buffer = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}