Commit b579afd3 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Move the "buffer_object" field from struct wined3d_buffer to struct wined3d_buffer_gl.

parent c130a028
......@@ -135,16 +135,17 @@ void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD loc
/* Context activation is done by the caller. */
static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context *context)
{
context_bind_bo(context, buffer_gl->buffer_type_hint, buffer_gl->b.buffer_object);
context_bind_bo(context, buffer_gl->buffer_type_hint, buffer_gl->buffer_object);
}
/* Context activation is done by the caller. */
static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
struct wined3d_context *context)
{
struct wined3d_resource *resource = &buffer_gl->b.resource;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *resource = &buffer->resource;
if (!buffer->buffer_object)
if (!buffer_gl->buffer_object)
return;
/* The stream source state handler might have read the memory of the
......@@ -154,11 +155,11 @@ static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct w
* rarely. */
if (resource->bind_count)
{
if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
if (buffer_gl->b.bind_flags & WINED3D_BIND_VERTEX_BUFFER)
device_invalidate_state(resource->device, STATE_STREAMSRC);
if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
if (buffer_gl->b.bind_flags & WINED3D_BIND_INDEX_BUFFER)
device_invalidate_state(resource->device, STATE_INDEXBUFFER);
if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
if (buffer_gl->b.bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
{
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
......@@ -167,7 +168,7 @@ static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct w
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
}
if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
if (buffer_gl->b.bind_flags & WINED3D_BIND_STREAM_OUTPUT)
{
device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
if (context->transform_feedback_active)
......@@ -175,22 +176,22 @@ static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct w
/* We have to make sure that transform feedback is not active
* when deleting a potentially bound transform feedback buffer.
* This may happen when the device is being destroyed. */
WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer);
WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
context_end_transform_feedback(context);
}
}
}
GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
GL_EXTCALL(glDeleteBuffers(1, &buffer_gl->buffer_object));
checkGLcall("glDeleteBuffers");
buffer->buffer_object = 0;
buffer_gl->buffer_object = 0;
if (buffer->fence)
if (buffer_gl->b.fence)
{
wined3d_fence_destroy(buffer->fence);
buffer->fence = NULL;
wined3d_fence_destroy(buffer_gl->b.fence);
buffer_gl->b.fence = NULL;
}
buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
}
/* Context activation is done by the caller. */
......@@ -216,9 +217,9 @@ static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buf
* to be verified to check if the rhw and color values are in the correct
* format. */
GL_EXTCALL(glGenBuffers(1, &buffer_gl->b.buffer_object));
GL_EXTCALL(glGenBuffers(1, &buffer_gl->buffer_object));
error = gl_info->gl_ops.gl.p_glGetError();
if (!buffer_gl->b.buffer_object || error != GL_NO_ERROR)
if (!buffer_gl->buffer_object || error != GL_NO_ERROR)
{
ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
......@@ -266,7 +267,7 @@ fail:
/* Clean up all BO init, but continue because we can work without a BO :-) */
ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
buffer_destroy_buffer_object(&buffer_gl->b, context);
wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context);
buffer_clear_dirty_areas(&buffer_gl->b);
return FALSE;
}
......@@ -622,7 +623,7 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
return TRUE;
case WINED3D_LOCATION_BUFFER:
if (buffer->buffer_object)
if (wined3d_buffer_gl(buffer)->buffer_object)
return TRUE;
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
......@@ -719,7 +720,7 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
if (locations & WINED3D_LOCATION_BUFFER)
{
data->buffer_object = buffer->buffer_object;
data->buffer_object = wined3d_buffer_gl(buffer)->buffer_object;
data->addr = NULL;
return WINED3D_LOCATION_BUFFER;
}
......@@ -742,7 +743,7 @@ static void buffer_unload(struct wined3d_resource *resource)
TRACE("buffer %p.\n", buffer);
if (buffer->buffer_object)
if (wined3d_buffer_gl(buffer)->buffer_object)
{
struct wined3d_context *context;
......@@ -750,7 +751,7 @@ static void buffer_unload(struct wined3d_resource *resource)
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
buffer_destroy_buffer_object(buffer, context);
wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), context);
buffer_clear_dirty_areas(buffer);
context_release(context);
......@@ -771,22 +772,22 @@ static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
buffer_unload(&buffer->resource);
}
static void wined3d_buffer_destroy_object(void *object)
static void wined3d_buffer_gl_destroy_object(void *object)
{
struct wined3d_buffer *buffer = object;
struct wined3d_buffer_gl *buffer_gl = object;
struct wined3d_context *context;
if (buffer->buffer_object)
if (buffer_gl->buffer_object)
{
context = context_acquire(buffer->resource.device, NULL, 0);
buffer_destroy_buffer_object(buffer, context);
context = context_acquire(buffer_gl->b.resource.device, NULL, 0);
wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context);
context_release(context);
heap_free(buffer->conversion_map);
heap_free(buffer_gl->b.conversion_map);
}
heap_free(buffer->maps);
heap_free(wined3d_buffer_gl(buffer));
heap_free(buffer_gl->b.maps);
heap_free(buffer_gl);
}
ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
......@@ -799,7 +800,8 @@ ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
{
buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
resource_cleanup(&buffer->resource);
wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
wined3d_cs_destroy_object(buffer->resource.device->cs,
wined3d_buffer_gl_destroy_object, wined3d_buffer_gl(buffer));
}
return refcount;
......@@ -1014,7 +1016,7 @@ static HRESULT wined3d_buffer_gl_map(struct wined3d_buffer_gl *buffer_gl,
count = ++buffer_gl->b.resource.map_count;
if (buffer_gl->b.buffer_object)
if (buffer_gl->buffer_object)
{
unsigned int dirty_offset = offset, dirty_size = size;
......
......@@ -4354,7 +4354,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
struct wined3d_buffer *buffer = indirect->buffer;
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, wined3d_buffer_gl(buffer)->buffer_object));
GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
}
......@@ -4745,7 +4745,7 @@ static void draw_indirect(struct wined3d_context *context, const struct wined3d_
return;
}
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, wined3d_buffer_gl(buffer)->buffer_object));
offset = (void *)(GLintptr)parameters->offset;
if (idx_size)
......@@ -4902,7 +4902,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
if (parameters->indexed)
{
struct wined3d_buffer *index_buffer = state->index_buffer;
if (!index_buffer->buffer_object || !stream_info->all_vbo)
if (!wined3d_buffer_gl(index_buffer)->buffer_object || !stream_info->all_vbo)
{
idx_data = index_buffer->resource.heap_memory;
}
......
......@@ -4322,7 +4322,7 @@ static void indexbuffer(struct wined3d_context *context, const struct wined3d_st
}
else
{
struct wined3d_buffer *ib = state->index_buffer;
struct wined3d_buffer_gl *ib = wined3d_buffer_gl(state->index_buffer);
GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
}
}
......@@ -4423,7 +4423,8 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
for (i = 0; i < count; ++i)
{
buffer = state->cb[shader_type][i];
GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i,
buffer ? wined3d_buffer_gl(buffer)->buffer_object : 0));
}
checkGLcall("bind constant buffers");
}
......@@ -4495,7 +4496,7 @@ static void state_so(struct wined3d_context *context, const struct wined3d_state
}
size = buffer->resource.size - offset;
GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
buffer->buffer_object, offset, size));
wined3d_buffer_gl(buffer)->buffer_object, offset, size));
}
checkGLcall("bind transform feedback buffers");
}
......
......@@ -272,13 +272,14 @@ static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_c
if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
{
GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format_gl->internal,
buffer->buffer_object, offset, size));
wined3d_buffer_gl(buffer)->buffer_object, offset, size));
}
else
{
if (offset || size != buffer->resource.size)
FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n");
GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format_gl->internal, buffer->buffer_object));
GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format_gl->internal,
wined3d_buffer_gl(buffer)->buffer_object));
}
checkGLcall("Create buffer texture");
......@@ -1054,7 +1055,7 @@ void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_vi
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
get_buffer_view_range(&buffer_gl->b, &view->desc, &format->f, &offset, &size);
context_bind_bo(context, buffer_gl->buffer_type_hint, buffer_gl->b.buffer_object);
context_bind_bo(context, buffer_gl->buffer_type_hint, buffer_gl->buffer_object);
GL_EXTCALL(glClearBufferSubData(buffer_gl->buffer_type_hint, format->internal,
offset, size, format->format, format->type, clear_value));
checkGLcall("clear unordered access view");
......
......@@ -3758,7 +3758,6 @@ struct wined3d_buffer
struct wined3d_buffer_desc desc;
GLuint buffer_object;
unsigned int bind_flags;
DWORD flags;
DWORD locations;
......@@ -3798,6 +3797,7 @@ struct wined3d_buffer_gl
{
struct wined3d_buffer b;
GLuint buffer_object;
GLenum buffer_object_usage;
GLenum buffer_type_hint;
};
......
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