text: /*
   * Copyright 2002-2005 Jason Edmeades
   * Copyright 2002-2005 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
   * Copyright 2009-2010 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   *
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  
  #define WINED3D_BUFFER_HASDESC      0x01    /* A vertex description has been found. */
  #define WINED3D_BUFFER_USE_BO       0x02    /* Use a buffer object for this buffer. */
  #define WINED3D_BUFFER_PIN_SYSMEM   0x04    /* Keep a system memory copy for this buffer. */
  #define WINED3D_BUFFER_DISCARD      0x08    /* A DISCARD lock has occurred since the last preload. */
  #define WINED3D_BUFFER_APPLESYNC    0x10    /* Using sync as in GL_APPLE_flush_buffer_range. */
  
  #define VB_MAXDECLCHANGES     100     /* After that number of decl changes we stop converting */
  #define VB_RESETDECLCHANGE    1000    /* Reset the decl changecount after that number of draws */
  #define VB_MAXFULLCONVERSIONS 5       /* Number of full conversions before we stop converting */
  #define VB_RESETFULLCONVS     20      /* Reset full conversion counts after that number of draws */
  
  static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
  {
      if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
      {
          TRACE("Not evicting system memory for buffer %p.\n", buffer);
          return;
      }
  
      TRACE("Evicting system memory for buffer %p.\n", buffer);
      wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
      wined3d_resource_free_sysmem(&buffer->resource);
  }
  
  static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
  {
      if (!offset && (!size || size == buffer->resource.size))
          goto invalidate_all;
  
      if (offset > buffer->resource.size || size > buffer->resource.size - offset)
      {
          WARN("Invalid range specified, invalidating entire buffer.\n");
          goto invalidate_all;
      }
  
      if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
              buffer->modified_areas + 1, sizeof(*buffer->maps)))
      {
          ERR("Failed to allocate maps array, invalidating entire buffer.\n");
          goto invalidate_all;
      }
  
      buffer->maps[buffer->modified_areas].offset = offset;
      buffer->maps[buffer->modified_areas].size = size;
      ++buffer->modified_areas;
      return;
  
  invalidate_all:
      buffer->modified_areas = 1;
      buffer->maps[0].offset = 0;
      buffer->maps[0].size = buffer->resource.size;
  }
  
  static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
  {
      This->modified_areas = 0;
  }
  
  static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
  {
      return !!buffer->modified_areas;
  }
  
  static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
  {
      return buffer->modified_areas == 1
              && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
  }
  
  static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
  {
      TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
  
      if (location & WINED3D_LOCATION_BUFFER)
          buffer_clear_dirty_areas(buffer);
  
      buffer->locations |= location;
  
      TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
  }
  
  static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
          unsigned int offset, unsigned int size)
  {
      TRACE("buffer %p, location %s, offset %u, size %u.\n",
              buffer, wined3d_debug_location(location), offset, size);
  
      if (location & WINED3D_LOCATION_BUFFER)
          buffer_invalidate_bo_range(buffer, offset, size);
  
      buffer->locations &= ~location;
  
      TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
  
      if (!buffer->locations)
          ERR("Buffer %p does not have any up to date location.\n", buffer);
  }
  
  void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
  {
      wined3d_buffer_invalidate_range(buffer, location, 0, 0);
  }
  
  /* Context activation is done by the caller. */
  static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
  {
      context_bind_bo(context, buffer->buffer_type_hint, buffer->buffer_object);
  }
  
  /* Context activation is done by the caller. */
  static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_resource *resource = &buffer->resource;
  
      if (!buffer->buffer_object)
          return;
  
      /* The stream source state handler might have read the memory of the
       * vertex buffer already and got the memory in the vbo which is not
       * valid any longer. Dirtify the stream source to force a reload. This
       * happens only once per changed vertexbuffer and should occur rather
       * rarely. */
      if (resource->bind_count)
      {
          if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
              device_invalidate_state(resource->device, STATE_STREAMSRC);
          if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
              device_invalidate_state(resource->device, STATE_INDEXBUFFER);
          if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
          {
              device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
              device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
              device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
              device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
              device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
              device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
          }
          if (buffer->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
          {
              device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
              if (context->transform_feedback_active)
              {
                  /* We have to make sure that transform feedback is not active
                   * when deleting a potentially bound transform feedback buffer.
                   * This may happen when the device is being destroyed. */
                  WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer);
                  context_end_transform_feedback(context);
              }
          }
      }
  
      GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
      checkGLcall("glDeleteBuffers");
      buffer->buffer_object = 0;
  
      if (buffer->fence)
      {
          wined3d_fence_destroy(buffer->fence);
          buffer->fence = NULL;
      }
      buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
  }
  
  /* Context activation is done by the caller. */
  static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      GLenum gl_usage = GL_STATIC_DRAW;
      GLenum error;
  
      TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
              buffer, debug_d3dusage(buffer->resource.usage));
  
      /* Make sure that the gl error is cleared. Do not use checkGLcall
       * here because checkGLcall just prints a fixme and continues. However,
       * if an error during VBO creation occurs we can fall back to non-VBO operation
       * with full functionality(but performance loss).
       */
      while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
  
      /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
       * The vertex declaration from the device determines how the data in the
       * buffer is interpreted. This means that on each draw call the buffer has
       * to be verified to check if the rhw and color values are in the correct
       * format. */
  
      GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
      error = gl_info->gl_ops.gl.p_glGetError();
      if (!buffer->buffer_object || error != GL_NO_ERROR)
      {
          ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
          goto fail;
      }
  
      buffer_bind(buffer, context);
      error = gl_info->gl_ops.gl.p_glGetError();
      if (error != GL_NO_ERROR)
      {
          ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
          goto fail;
      }
  
      if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
      {
          TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
          gl_usage = GL_STREAM_DRAW_ARB;
  
          if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
          {
              GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
              GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
              checkGLcall("glBufferParameteriAPPLE");
              buffer->flags |= WINED3D_BUFFER_APPLESYNC;
          }
          /* No setup is needed here for GL_ARB_map_buffer_range. */
      }
  
      GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage));
      error = gl_info->gl_ops.gl.p_glGetError();
      if (error != GL_NO_ERROR)
      {
          ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
          goto fail;
      }
  
      buffer->buffer_object_usage = gl_usage;
      buffer_invalidate_bo_range(buffer, 0, 0);
  
      return TRUE;
  
  fail:
      /* Clean up all BO init, but continue because we can work without a BO :-) */
      ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
      buffer->flags &= ~WINED3D_BUFFER_USE_BO;
      buffer_destroy_buffer_object(buffer, context);
      buffer_clear_dirty_areas(buffer);
      return FALSE;
  }
  
  static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
          const enum wined3d_buffer_conversion_type conversion_type,
          const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
  {
      const struct wined3d_format *format = attrib->format;
      BOOL ret = FALSE;
      unsigned int i;
      DWORD_PTR data;
  
      /* Check for some valid situations which cause us pain. One is if the buffer is used for
       * constant attributes(stride = 0), the other one is if the buffer is used on two streams
       * with different strides. In the 2nd case we might have to drop conversion entirely,
       * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
       */
      if (!attrib->stride)
      {
          FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
                  debug_d3dformat(format->id));
      }
      else if (attrib->stride != *stride_this_run && *stride_this_run)
      {
          FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
      }
      else
      {
          *stride_this_run = attrib->stride;
          if (buffer->stride != *stride_this_run)
          {
              /* We rely that this happens only on the first converted attribute that is found,
               * if at all. See above check
               */
              TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
              buffer->stride = *stride_this_run;
              heap_free(buffer->conversion_map);
              buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
              ret = TRUE;
          }
      }
  
      data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
      for (i = 0; i < format->attribute_size; ++i)
      {
          DWORD_PTR idx = (data + i) % buffer->stride;
          if (buffer->conversion_map[idx] != conversion_type)
          {
              TRACE("Byte %lu in vertex changed:\n", idx);
              TRACE("    It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
              ret = TRUE;
              buffer->conversion_map[idx] = conversion_type;
          }
      }
  
      return ret;
  }
  
  #define WINED3D_BUFFER_FIXUP_D3DCOLOR   0x01
  #define WINED3D_BUFFER_FIXUP_XYZRHW     0x02
  
  static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
          const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
  {
      const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
      enum wined3d_format_id format;
      BOOL ret = FALSE;
  
      /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
       * there, on nonexistent attribs the vbo is 0.
       */
      if (!(si->use_map & (1u << attrib_idx))
              || state->streams[attrib->stream_idx].buffer != This)
          return FALSE;
  
      format = attrib->format->id;
      /* Look for newly appeared conversion */
      if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
      {
          ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
      }
      else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
      {
          if (format != WINED3DFMT_R32G32B32A32_FLOAT)
          {
              FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
              return FALSE;
          }
  
          ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
      }
      else if (This->conversion_map)
      {
          ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
      }
  
      return ret;
  }
  
  static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
          const struct wined3d_state *state, DWORD fixup_flags)
  {
      UINT stride_this_run = 0;
      BOOL ret = FALSE;
  
      /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
       * Once we have our declaration there is no need to look it up again. Index buffers also never need
       * conversion, so once the (empty) conversion structure is created don't bother checking again
       */
      if (This->flags & WINED3D_BUFFER_HASDESC)
      {
          if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
      }
  
      if (!fixup_flags)
      {
          TRACE("No fixup required.\n");
          if(This->conversion_map)
          {
              heap_free(This->conversion_map);
              This->conversion_map = NULL;
              This->stride = 0;
              return TRUE;
          }
  
          return FALSE;
      }
  
      TRACE("Finding vertex buffer conversion information\n");
      /* Certain declaration types need some fixups before we can pass them to
       * opengl. This means D3DCOLOR attributes with fixed function vertex
       * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
       * GL_ARB_half_float_vertex is not supported.
       *
       * Note for d3d8 and d3d9:
       * The vertex buffer FVF doesn't help with finding them, we have to use
       * the decoded vertex declaration and pick the things that concern the
       * current buffer. A problem with this is that this can change between
       * draws, so we have to validate the information and reprocess the buffer
       * if it changes, and avoid false positives for performance reasons.
       * WineD3D doesn't even know the vertex buffer any more, it is managed
       * by the client libraries and passed to SetStreamSource and ProcessVertices
       * as needed.
       *
       * We have to distinguish between vertex shaders and fixed function to
       * pick the way we access the strided vertex information.
       *
       * This code sets up a per-byte array with the size of the detected
       * stride of the arrays in the buffer. For each byte we have a field
       * that marks the conversion needed on this byte. For example, the
       * following declaration with fixed function vertex processing:
       *
       *      POSITIONT, FLOAT4
       *      NORMAL, FLOAT3
       *      DIFFUSE, FLOAT16_4
       *      SPECULAR, D3DCOLOR
       *
       * Will result in
       * {                 POSITIONT                    }{             NORMAL                }{    DIFFUSE          }{SPECULAR }
       * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
       *
       * Where in this example map P means 4 component position conversion, 0
       * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
       * conversion (red / blue swizzle).
       *
       * If we're doing conversion and the stride changes we have to reconvert
       * the whole buffer. Note that we do not mind if the semantic changes,
       * we only care for the conversion type. So if the NORMAL is replaced
       * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
       * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
       * conversion types depend on the semantic as well, for example a FLOAT4
       * texcoord needs no conversion while a FLOAT4 positiont needs one
       */
  
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
              fixup_flags, &stride_this_run) || ret;
      fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
  
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
              fixup_flags, &stride_this_run) || ret;
      ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
              fixup_flags, &stride_this_run) || ret;
  
      if (!stride_this_run && This->conversion_map)
      {
          /* Sanity test */
          if (!ret)
              ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
          heap_free(This->conversion_map);
          This->conversion_map = NULL;
          This->stride = 0;
      }
  
      if (ret) TRACE("Conversion information changed\n");
  
      return ret;
  }
  
  static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
  {
      DWORD src_color = *dst_color;
  
      /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
       * endianness. If we want this to work on big-endian machines as well we
       * have to consider more things.
       *
       * 0xff000000: Alpha mask
       * 0x00ff0000: Blue mask
       * 0x0000ff00: Green mask
       * 0x000000ff: Red mask
       */
      *dst_color = 0;
      *dst_color |= (src_color & 0xff00ff00u);         /* Alpha Green */
      *dst_color |= (src_color & 0x00ff0000u) >> 16;   /* Red */
      *dst_color |= (src_color & 0x000000ffu) << 16;   /* Blue */
  
      return sizeof(*dst_color);
  }
  
  static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
  {
      /* rhw conversion like in position_float4(). */
      if (p->w != 1.0f && p->w != 0.0f)
      {
          float w = 1.0f / p->w;
          p->x *= w;
          p->y *= w;
          p->z *= w;
          p->w = w;
      }
  
      return sizeof(*p);
  }
  
  ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
  {
      ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
  
      TRACE("%p increasing refcount to %u.\n", buffer, refcount);
  
      return refcount;
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
          const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_map_range *range;
  
      buffer_bind(buffer, context);
  
      while (range_count--)
      {
          range = &ranges[range_count];
          GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
                  range->offset, range->size, (BYTE *)data + range->offset - data_offset));
      }
      checkGLcall("glBufferSubData");
  }
  
  static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
  {
      unsigned int i, j, range_idx, start, end, vertex_count;
      BYTE *data;
  
      if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
      {
          ERR("Failed to load system memory.\n");
          return;
      }
      buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
  
      /* Now for each vertex in the buffer that needs conversion. */
      vertex_count = buffer->resource.size / buffer->stride;
  
      if (!(data = heap_alloc(buffer->resource.size)))
      {
          ERR("Out of memory.\n");
          return;
      }
  
      for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
      {
          start = buffer->maps[range_idx].offset;
          end = start + buffer->maps[range_idx].size;
  
          memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
          for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
          {
              for (j = 0; j < buffer->stride;)
              {
                  switch (buffer->conversion_map[j])
                  {
                      case CONV_NONE:
                          /* Done already */
                          j += sizeof(DWORD);
                          break;
                      case CONV_D3DCOLOR:
                          j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
                          break;
                      case CONV_POSITIONT:
                          j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
                          break;
                      default:
                          FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
                          ++j;
                  }
              }
          }
      }
  
      wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps);
  
      heap_free(data);
  }
  
  static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
          struct wined3d_context *context, DWORD location)
  {
      switch (location)
      {
          case WINED3D_LOCATION_SYSMEM:
              if (buffer->resource.heap_memory)
                  return TRUE;
  
              if (!wined3d_resource_allocate_sysmem(&buffer->resource))
                  return FALSE;
              return TRUE;
  
          case WINED3D_LOCATION_BUFFER:
              if (buffer->buffer_object)
                  return TRUE;
  
              if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
              {
                  WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
                  return FALSE;
              }
              return buffer_create_buffer_object(buffer, context);
  
          default:
              ERR("Invalid location %s.\n", wined3d_debug_location(location));
              return FALSE;
      }
  }
  
  BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
          struct wined3d_context *context, DWORD location)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      TRACE("buffer %p, context %p, location %s.\n",
              buffer, context, wined3d_debug_location(location));
  
      if (buffer->locations & location)
      {
          TRACE("Location (%#x) is already up to date.\n", location);
          return TRUE;
      }
  
      if (!buffer->locations)
      {
          ERR("Buffer %p does not have any up to date location.\n", buffer);
          wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
          return wined3d_buffer_load_location(buffer, context, location);
      }
  
      TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
  
      if (!wined3d_buffer_prepare_location(buffer, context, location))
          return FALSE;
  
      if (buffer->locations & WINED3D_LOCATION_DISCARDED)
      {
          TRACE("Buffer previously discarded, nothing to do.\n");
          wined3d_buffer_validate_location(buffer, location);
          wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
          return TRUE;
      }
  
      switch (location)
      {
          case WINED3D_LOCATION_SYSMEM:
              buffer_bind(buffer, context);
              GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
                      buffer->resource.heap_memory));
              checkGLcall("buffer download");
              break;
  
          case WINED3D_LOCATION_BUFFER:
              if (!buffer->conversion_map)
                  wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
                          0, buffer->modified_areas, buffer->maps);
              else
                  buffer_conversion_upload(buffer, context);
              break;
  
          default:
              ERR("Invalid location %s.\n", wined3d_debug_location(location));
              return FALSE;
      }
  
      wined3d_buffer_validate_location(buffer, location);
      if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
              && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
          wined3d_buffer_evict_sysmem(buffer);
  
      return TRUE;
  }
  
  /* Context activation is done by the caller. */
  BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
  {
      if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
          buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
      return buffer->resource.heap_memory;
  }
  
  DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
          struct wined3d_bo_address *data, DWORD locations)
  {
      TRACE("buffer %p, data %p, locations %s.\n",
              buffer, data, wined3d_debug_location(locations));
  
      if (locations & WINED3D_LOCATION_BUFFER)
      {
          data->buffer_object = buffer->buffer_object;
          data->addr = NULL;
          return WINED3D_LOCATION_BUFFER;
      }
      if (locations & WINED3D_LOCATION_SYSMEM)
      {
          data->buffer_object = 0;
          data->addr = buffer->resource.heap_memory;
          return WINED3D_LOCATION_SYSMEM;
      }
  
      ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
      data->buffer_object = 0;
      data->addr = NULL;
      return 0;
  }
  
  static void buffer_unload(struct wined3d_resource *resource)
  {
      struct wined3d_buffer *buffer = buffer_from_resource(resource);
  
      TRACE("buffer %p.\n", buffer);
  
      if (buffer->buffer_object)
      {
          struct wined3d_context *context;
  
          context = context_acquire(resource->device, NULL, 0);
  
          wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
          wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
          buffer_destroy_buffer_object(buffer, context);
          buffer_clear_dirty_areas(buffer);
  
          context_release(context);
  
          heap_free(buffer->conversion_map);
          buffer->conversion_map = NULL;
          buffer->stride = 0;
          buffer->conversion_stride = 0;
          buffer->flags &= ~WINED3D_BUFFER_HASDESC;
      }
  
      resource_unload(resource);
  }
  
  static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
  {
      buffer->flags &= ~WINED3D_BUFFER_USE_BO;
      buffer_unload(&buffer->resource);
  }
  
  static void wined3d_buffer_destroy_object(void *object)
  {
      struct wined3d_buffer *buffer = object;
      struct wined3d_context *context;
  
      if (buffer->buffer_object)
      {
          context = context_acquire(buffer->resource.device, NULL, 0);
          buffer_destroy_buffer_object(buffer, context);
          context_release(context);
  
          heap_free(buffer->conversion_map);
      }
  
      heap_free(buffer->maps);
      heap_free(buffer);
  }
  
  ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
  {
      ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
  
      TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
  
      if (!refcount)
      {
          buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
          resource_cleanup(&buffer->resource);
          wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
      }
  
      return refcount;
  }
  
  void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
  {
      TRACE("buffer %p.\n", buffer);
  
      return buffer->resource.parent;
  }
  
  /* The caller provides a context and binds the buffer */
  static void buffer_sync_apple(struct wined3d_buffer *buffer, DWORD flags, const struct wined3d_gl_info *gl_info)
  {
      enum wined3d_fence_result ret;
      HRESULT hr;
  
      /* No fencing needs to be done if the app promises not to overwrite
       * existing data. */
      if (flags & WINED3D_MAP_NOOVERWRITE)
          return;
  
      if (flags & WINED3D_MAP_DISCARD)
      {
          GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, buffer->buffer_object_usage));
          checkGLcall("glBufferData");
          return;
      }
  
      if (!buffer->fence)
      {
          TRACE("Creating fence for buffer %p.\n", buffer);
  
          if (FAILED(hr = wined3d_fence_create(buffer->resource.device, &buffer->fence)))
          {
              if (hr == WINED3DERR_NOTAVAILABLE)
                  FIXME("Fences not supported, dropping async buffer locks.\n");
              else
                  ERR("Failed to create fence, hr %#x.\n", hr);
              goto drop_fence;
          }
  
          /* Since we don't know about old draws a glFinish is needed once */
          gl_info->gl_ops.gl.p_glFinish();
          return;
      }
  
      TRACE("Synchronizing buffer %p.\n", buffer);
      ret = wined3d_fence_wait(buffer->fence, buffer->resource.device);
      switch (ret)
      {
          case WINED3D_FENCE_NOT_STARTED:
          case WINED3D_FENCE_OK:
              /* All done */
              return;
  
          case WINED3D_FENCE_WRONG_THREAD:
              WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
              goto drop_fence;
  
          default:
              ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
              goto drop_fence;
      }
  
  drop_fence:
      if (buffer->fence)
      {
          wined3d_fence_destroy(buffer->fence);
          buffer->fence = NULL;
      }
  
      gl_info->gl_ops.gl.p_glFinish();
      GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
      checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
      buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
  }
  
  static void buffer_mark_used(struct wined3d_buffer *buffer)
  {
      buffer->flags &= ~WINED3D_BUFFER_DISCARD;
  }
  
  /* Context activation is done by the caller. */
  void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      BOOL decl_changed = FALSE;
  
      TRACE("buffer %p.\n", buffer);
  
      if (buffer->resource.map_count)
      {
          WARN("Buffer is mapped, skipping preload.\n");
          return;
      }
  
      buffer_mark_used(buffer);
  
      /* TODO: Make converting independent from VBOs */
      if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
      {
          /* Not doing any conversion */
          return;
      }
  
      if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
      {
          ERR("Failed to prepare buffer location.\n");
          return;
      }
  
      /* Reading the declaration makes only sense if we have valid state information
       * (i.e., if this function is called during draws). */
      if (state)
      {
          DWORD fixup_flags = 0;
  
          if (!use_vs(state))
          {
              if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
                  fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
              if (!context->d3d_info->xyzrhw)
                  fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
          }
  
          decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
          buffer->flags |= WINED3D_BUFFER_HASDESC;
      }
  
      if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
      {
          ++buffer->draw_count;
          if (buffer->draw_count > VB_RESETDECLCHANGE)
              buffer->decl_change_count = 0;
          if (buffer->draw_count > VB_RESETFULLCONVS)
              buffer->full_conversion_count = 0;
          return;
      }
  
      /* If applications change the declaration over and over, reconverting all the time is a huge
       * performance hit. So count the declaration changes and release the VBO if there are too many
       * of them (and thus stop converting)
       */
      if (decl_changed)
      {
          ++buffer->decl_change_count;
          buffer->draw_count = 0;
  
          if (buffer->decl_change_count > VB_MAXDECLCHANGES
                  || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
          {
              FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
              wined3d_buffer_drop_bo(buffer);
              return;
          }
  
          /* The declaration changed, reload the whole buffer. */
          WARN("Reloading buffer because of a vertex declaration change.\n");
          buffer_invalidate_bo_range(buffer, 0, 0);
      }
      else
      {
          /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
           * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
           * decl changes and reset the decl change count after a specific number of them
           */
          if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
          {
              ++buffer->full_conversion_count;
              if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
              {
                  FIXME("Too many full buffer conversions, stopping converting.\n");
                  wined3d_buffer_drop_bo(buffer);
                  return;
              }
          }
          else
          {
              ++buffer->draw_count;
              if (buffer->draw_count > VB_RESETDECLCHANGE)
                  buffer->decl_change_count = 0;
              if (buffer->draw_count > VB_RESETFULLCONVS)
                  buffer->full_conversion_count = 0;
          }
      }
  
      if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
          ERR("Failed to load buffer location.\n");
  }
  
  struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
  {
      TRACE("buffer %p.\n", buffer);
  
      return &buffer->resource;
  }
  
  static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
  {
      struct wined3d_device *device = buffer->resource.device;
      struct wined3d_context *context;
      LONG count;
      BYTE *base;
  
      TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
  
      count = ++buffer->resource.map_count;
  
      if (buffer->buffer_object)
      {
          unsigned int dirty_offset = offset, dirty_size = size;
  
          /* DISCARD invalidates the entire buffer, regardless of the specified
           * offset and size. Some applications also depend on the entire buffer
           * being uploaded in that case. Two such applications are Port Royale
           * and Darkstar One. */
          if (flags & WINED3D_MAP_DISCARD)
          {
              dirty_offset = 0;
              dirty_size = 0;
          }
  
          if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
                  || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
                  || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
          {
              if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
              {
                  context = context_acquire(device, NULL, 0);
                  wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
                  context_release(context);
              }
  
              if (flags & WINED3D_MAP_WRITE)
                  wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
          }
          else
          {
              const struct wined3d_gl_info *gl_info;
  
              context = context_acquire(device, NULL, 0);
              gl_info = context->gl_info;
  
              if (flags & WINED3D_MAP_DISCARD)
                  wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
              else
                  wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
  
              if (flags & WINED3D_MAP_WRITE)
                  buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
  
              if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
                  wined3d_buffer_evict_sysmem(buffer);
  
              if (count == 1)
              {
                  buffer_bind(buffer, context);
  
                  /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
                   * multitexture fill rate test seems to depend on this. When
                   * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
                   * driver is free to discard the previous contents of the
                   * buffer. The r600g driver only does this when the buffer is
                   * currently in use, while the proprietary NVIDIA driver
                   * appears to do this unconditionally. */
                  if (buffer->flags & WINED3D_BUFFER_DISCARD)
                      flags &= ~WINED3D_MAP_DISCARD;
  
                  if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
                  {
                      GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
                      buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
                              0, buffer->resource.size, mapflags));
                      checkGLcall("glMapBufferRange");
                  }
                  else
                  {
                      if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
                          buffer_sync_apple(buffer, flags, gl_info);
                      buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
                              GL_READ_WRITE));
                      checkGLcall("glMapBuffer");
                  }
  
                  if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
                  {
                      WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
  
                      GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
                      checkGLcall("glUnmapBuffer");
                      buffer->map_ptr = NULL;
  
                      if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
                      {
                          /* The extra copy is more expensive than not using VBOs at
                           * all on the Nvidia Linux driver, which is the only driver
                           * that returns unaligned pointers.
                           */
                          TRACE("Dynamic buffer, dropping VBO.\n");
                          wined3d_buffer_drop_bo(buffer);
                      }
                      else
                      {
                          TRACE("Falling back to doublebuffered operation.\n");
                          wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
                          buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
                      }
                      TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
                  }
              }
  
              context_release(context);
          }
  
          if (flags & WINED3D_MAP_DISCARD)
              buffer->flags |= WINED3D_BUFFER_DISCARD;
      }
  
      base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
      *data = base + offset;
  
      TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
      /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
  
      return WINED3D_OK;
  }
  
  static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
  {
      ULONG i;
  
      TRACE("buffer %p.\n", buffer);
  
      /* In the case that the number of Unmap calls > the
       * number of Map calls, d3d returns always D3D_OK.
       * This is also needed to prevent Map from returning garbage on
       * the next call (this will happen if the lock_count is < 0). */
      if (!buffer->resource.map_count)
      {
          WARN("Unmap called without a previous map call.\n");
          return;
      }
  
      if (--buffer->resource.map_count)
      {
          /* Delay loading the buffer until everything is unlocked */
          TRACE("Ignoring unmap.\n");
          return;
      }
  
      if (buffer->map_ptr)
      {
          struct wined3d_device *device = buffer->resource.device;
          const struct wined3d_gl_info *gl_info;
          struct wined3d_context *context;
  
          context = context_acquire(device, NULL, 0);
          gl_info = context->gl_info;
  
          buffer_bind(buffer, context);
  
          if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
          {
              for (i = 0; i < buffer->modified_areas; ++i)
              {
                  GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
                          buffer->maps[i].offset, buffer->maps[i].size));
                  checkGLcall("glFlushMappedBufferRange");
              }
          }
          else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
          {
              for (i = 0; i < buffer->modified_areas; ++i)
              {
                  GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
                          buffer->maps[i].offset, buffer->maps[i].size));
                  checkGLcall("glFlushMappedBufferRangeAPPLE");
              }
          }
  
          GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
          context_release(context);
  
          buffer_clear_dirty_areas(buffer);
          buffer->map_ptr = NULL;
      }
  }
  
  void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
          struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
  {
      struct wined3d_bo_address dst, src;
      struct wined3d_context *context;
      DWORD dst_location;
  
      buffer_mark_used(dst_buffer);
      buffer_mark_used(src_buffer);
  
      dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
      dst.addr += dst_offset;
  
      wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
      src.addr += src_offset;
  
      context = context_acquire(dst_buffer->resource.device, NULL, 0);
      context_copy_bo_address(context, &dst, dst_buffer->buffer_type_hint,
              &src, src_buffer->buffer_type_hint, size);
      context_release(context);
  
      wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
  }
  
  void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
          const struct wined3d_box *box, const void *data)
  {
      struct wined3d_map_range range;
  
      if (box)
      {
          range.offset = box->left;
          range.size = box->right - box->left;
      }
      else
      {
          range.offset = 0;
          range.size = buffer->resource.size;
      }
  
      wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
  }
  
  static ULONG buffer_resource_incref(struct wined3d_resource *resource)
  {
      return wined3d_buffer_incref(buffer_from_resource(resource));
  }
  
  static ULONG buffer_resource_decref(struct wined3d_resource *resource)
  {
      return wined3d_buffer_decref(buffer_from_resource(resource));
  }
  
  static void buffer_resource_preload(struct wined3d_resource *resource)
  {
      struct wined3d_context *context;
  
      context = context_acquire(resource->device, NULL, 0);
      wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
      context_release(context);
  }
  
  static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
          struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
  {
      struct wined3d_buffer *buffer = buffer_from_resource(resource);
      UINT offset, size;
  
      if (sub_resource_idx)
      {
          WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
          return E_INVALIDARG;
      }
  
      if (box)
      {
          offset = box->left;
          size = box->right - box->left;
      }
      else
      {
          offset = size = 0;
      }
  
      map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
      return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
  }
  
  static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
  {
      if (sub_resource_idx)
      {
          WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
          return E_INVALIDARG;
      }
  
      wined3d_buffer_unmap(buffer_from_resource(resource));
      return WINED3D_OK;
  }
  
  static const struct wined3d_resource_ops buffer_resource_ops =
  {
      buffer_resource_incref,
      buffer_resource_decref,
      buffer_resource_preload,
      buffer_unload,
      buffer_resource_sub_resource_map,
      buffer_resource_sub_resource_unmap,
  };
  
  static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
          unsigned int bind_flags)
  {
      if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
          return GL_ELEMENT_ARRAY_BUFFER;
  
      if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
              && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
          return GL_TEXTURE_BUFFER;
  
      if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
          return GL_UNIFORM_BUFFER;
  
      if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
          return GL_TRANSFORM_FEEDBACK_BUFFER;
  
      if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
          FIXME("Unhandled bind flags %#x.\n", bind_flags);
  
      return GL_ARRAY_BUFFER;
  }
  
  static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
          UINT size, DWORD usage, enum wined3d_format_id format_id, unsigned int access, unsigned int bind_flags,
          const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
  {
      const struct wined3d_format *format = wined3d_get_format(device->adapter, format_id, usage);
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      struct wined3d_resource *resource = &buffer->resource;
      struct wined3d_box box;
      BOOL dynamic_buffer_ok;
      HRESULT hr;
  
      if (!size)
      {
          WARN("Size 0 requested, returning E_INVALIDARG.\n");
          return E_INVALIDARG;
      }
  
      if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER && size & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
      {
          WARN("Size %#x is not suitably aligned for constant buffers.\n", size);
          return E_INVALIDARG;
      }
  
      if (data && !data->data)
      {
          WARN("Invalid sub-resource data specified.\n");
          return E_INVALIDARG;
      }
  
      if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format, WINED3D_MULTISAMPLE_NONE,
              0, usage, access, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops)))
      {
          WARN("Failed to initialize resource, hr %#x.\n", hr);
          return hr;
      }
      buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
      buffer->bind_flags = bind_flags;
      buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
  
      if (!wined3d_resource_allocate_sysmem(&buffer->resource))
          return E_OUTOFMEMORY;
  
      TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
              buffer, buffer->resource.size, buffer->resource.usage,
              debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
  
      if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
              || wined3d_resource_access_is_managed(access))
      {
          /* SWvp and managed buffers always return the same pointer in buffer
           * maps and retain data in DISCARD maps. Keep a system memory copy of
           * the buffer to provide the same behavior to the application. */
          TRACE("Pinning system memory.\n");
          buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
      }
  
      /* Observations show that draw_primitive_immediate_mode() is faster on
       * dynamic vertex buffers than converting + draw_primitive_arrays().
       * (Half-Life 2 and others.) */
      dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
  
      if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
      {
          TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
      }
      else if (!(access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
      }
      else if (!dynamic_buffer_ok && (resource->usage & WINED3DUSAGE_DYNAMIC))
      {
          TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
      }
      else
      {
          buffer->flags |= WINED3D_BUFFER_USE_BO;
      }
  
      if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
      {
          ERR("Out of memory.\n");
          buffer_unload(resource);
          resource_cleanup(resource);
          wined3d_resource_wait_idle(resource);
          return E_OUTOFMEMORY;
      }
      buffer->maps_size = 1;
  
      if (data)
      {
          wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
          wined3d_cs_emit_update_sub_resource(device->cs, resource,
                  0, &box, data->data, data->row_pitch, data->slice_pitch);
      }
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
          const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
          struct wined3d_buffer **buffer)
  {
      struct wined3d_buffer *object;
      HRESULT hr;
  
      TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
              device, desc, data, parent, parent_ops, buffer);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
              desc->access, desc->bind_flags, data, parent, parent_ops)))
      {
          WARN("Failed to initialize buffer, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
      object->desc = *desc;
  
      TRACE("Created buffer %p.\n", object);
  
      *buffer = object;
  
      return WINED3D_OK;
  }
  