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authorLars Norberg2018-03-26 22:40:54 +0200
committerLars Norberg2018-03-26 22:40:54 +0200
commit60a34983d19f8aabe667b20cf951ab4dda41d293 (patch)
treefba2b8424435d5853781e875fa78e86c7aac32a8 /0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch
parentb9ee62f46a35e7eb1a40f0c7872e48f5ec776e82 (diff)
downloadaur-60a34983d19f8aabe667b20cf951ab4dda41d293.tar.gz
rebased wine-pba
Diffstat (limited to '0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch')
-rw-r--r--0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch679
1 files changed, 679 insertions, 0 deletions
diff --git a/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch b/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch
new file mode 100644
index 000000000000..d4b2299641b0
--- /dev/null
+++ b/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch
@@ -0,0 +1,679 @@
+From af82b8e867af940f7ec68998a797aa5d7dfc540a Mon Sep 17 00:00:00 2001
+From: Andrew Comminos <andrew@comminos.com>
+Date: Mon, 5 Mar 2018 15:39:11 -0800
+Subject: [PATCH 2/9] wined3d: Add support for backing dynamic wined3d_buffer
+ objects by a persistent map.
+
+---
+ dlls/wined3d/buffer.c | 220 ++++++++++++++++++++++++++++++++++++++++-
+ dlls/wined3d/context.c | 6 +-
+ dlls/wined3d/cs.c | 60 ++++++++++-
+ dlls/wined3d/resource.c | 18 +++-
+ dlls/wined3d/state.c | 17 +++-
+ dlls/wined3d/texture.c | 13 +++
+ dlls/wined3d/utils.c | 1 +
+ dlls/wined3d/wined3d_private.h | 11 +++
+ 8 files changed, 336 insertions(+), 10 deletions(-)
+
+diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
+index cae7ef8788..e7a0f59a67 100644
+--- a/dlls/wined3d/buffer.c
++++ b/dlls/wined3d/buffer.c
+@@ -28,12 +28,14 @@
+ #include "wined3d_private.h"
+
+ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
++WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
+
+ #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 WINED3D_BUFFER_PERSISTENT 0x20 /* Uses a persistent-mapped buffer via ARB_buffer_storage. */
+
+ #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 */
+@@ -269,6 +271,52 @@ fail:
+ return FALSE;
+ }
+
++/* Context activation is done by the caller. */
++static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer, struct wined3d_context *context)
++{
++ struct wined3d_device *device = buffer->resource.device;
++ struct wined3d_buffer_heap *heap;
++ struct wined3d_map_range map_range;
++ HRESULT hr;
++
++ if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
++ {
++ // Use a heap aligned to constant buffer offset requirements.
++ heap = device->cb_buffer_heap;
++ }
++ else
++ {
++ if (!(buffer->resource.usage & WINED3DUSAGE_WRITEONLY))
++ FIXME("Using a write-only persistent buffer for %p without WINED3DUSAGE_WRITEONLY.\n", buffer);
++ heap = device->wo_buffer_heap;
++ }
++
++ buffer->buffer_heap = heap;
++ if (FAILED(hr = wined3d_buffer_heap_alloc(heap, buffer->resource.size, &map_range)))
++ {
++ goto fail;
++ }
++ buffer->cs_persistent_map = map_range;
++ buffer->mt_persistent_map = map_range;
++ return TRUE;
++
++fail:
++ // FIXME(acomminos): fall back to standalone BO here?
++ ERR("Failed to create persistent map for buffer %p, hr=%x\n", buffer, hr);
++ buffer->buffer_heap = NULL;
++ return FALSE;
++}
++
++static void buffer_free_persistent_map(struct wined3d_buffer *buffer)
++{
++ if (!buffer->buffer_heap)
++ return;
++
++ // TODO(acomminos): get the CS thread to free pending main thread buffers.
++ wined3d_buffer_heap_free(buffer->buffer_heap, buffer->cs_persistent_map);
++ buffer->buffer_heap = NULL;
++}
++
+ 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)
+@@ -631,6 +679,16 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
+ return FALSE;
+ }
+ return buffer_create_buffer_object(buffer, context);
++ case WINED3D_LOCATION_PERSISTENT_MAP:
++ if (buffer->buffer_heap)
++ return TRUE;
++
++ if (!(buffer->flags & WINED3D_BUFFER_PERSISTENT))
++ {
++ WARN("Trying to map a persistent region for buffer %p without WINED3D_BUFFER_PERSISTENT.\n", buffer);
++ return FALSE;
++ }
++ return buffer_alloc_persistent_map(buffer, context);
+
+ default:
+ ERR("Invalid location %s.\n", wined3d_debug_location(location));
+@@ -689,16 +747,32 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
+ buffer_conversion_upload(buffer, context);
+ break;
+
++ case WINED3D_LOCATION_PERSISTENT_MAP:
++ // TODO(acomminos): are we guaranteed location_sysmem to be kept?
++ // no.
++ if (buffer->conversion_map)
++ FIXME("Attempting to use conversion map with persistent mapping.\n");
++ memcpy(buffer->buffer_heap->map_ptr +
++ buffer->cs_persistent_map.offset,
++ buffer->resource.heap_memory, buffer->resource.size);
++ 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
++ if (buffer->resource.heap_memory
++ && location & WINED3D_LOCATION_BUFFER
+ && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
+ wined3d_buffer_evict_sysmem(buffer);
+
++ // FIXME(acomminos)
++ if (buffer->resource.heap_memory
++ && location & WINED3D_LOCATION_PERSISTENT_MAP)
++ wined3d_buffer_evict_sysmem(buffer);
++
+ return TRUE;
+ }
+
+@@ -720,12 +794,25 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
+ {
+ data->buffer_object = buffer->buffer_object;
+ data->addr = NULL;
++ data->length = buffer->resource.size;
+ return WINED3D_LOCATION_BUFFER;
+ }
++ if (locations & WINED3D_LOCATION_PERSISTENT_MAP)
++ {
++ // FIXME(acomminos): should we expose a buffer object we don't wholly own here?
++ data->buffer_object = buffer->buffer_heap->buffer_object;
++ data->addr = buffer->cs_persistent_map.offset;
++ // Note that the size of the underlying buffer allocation may be larger
++ // than the buffer knows about. In this case, we've rounded it up to be
++ // aligned (e.g. for uniform buffer offsets).
++ data->length = buffer->cs_persistent_map.size;
++ return WINED3D_LOCATION_PERSISTENT_MAP;
++ }
+ if (locations & WINED3D_LOCATION_SYSMEM)
+ {
+ data->buffer_object = 0;
+ data->addr = buffer->resource.heap_memory;
++ data->length = buffer->resource.size;
+ return WINED3D_LOCATION_SYSMEM;
+ }
+
+@@ -761,6 +848,8 @@ static void buffer_unload(struct wined3d_resource *resource)
+ buffer->flags &= ~WINED3D_BUFFER_HASDESC;
+ }
+
++ buffer_free_persistent_map(buffer);
++
+ resource_unload(resource);
+ }
+
+@@ -784,6 +873,8 @@ static void wined3d_buffer_destroy_object(void *object)
+ heap_free(buffer->conversion_map);
+ }
+
++ buffer_free_persistent_map(buffer);
++
+ heap_free(buffer->maps);
+ heap_free(buffer);
+ }
+@@ -900,6 +991,16 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
+
+ buffer_mark_used(buffer);
+
++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT)
++ {
++ if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_PERSISTENT_MAP))
++ return;
++
++ ERR("Failed to preload persistent mapping for %p, falling back to BO.\n", buffer);
++ buffer->flags |= WINED3D_BUFFER_USE_BO;
++ buffer->flags &= ~WINED3D_BUFFER_PERSISTENT;
++ }
++
+ /* TODO: Make converting independent from VBOs */
+ if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
+ {
+@@ -1010,6 +1111,25 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
+
+ count = ++buffer->resource.map_count;
+
++ if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP)
++ {
++ const struct wined3d_gl_info *gl_info;
++ context = context_acquire(device, NULL, 0);
++
++ FIXME_(d3d_perf)("Fences not used for persistent buffer maps on CS thread, using glFinish.\n");
++
++ gl_info = context->gl_info;
++ gl_info->gl_ops.gl.p_glFinish();
++
++ base = buffer->buffer_heap->map_ptr
++ + buffer->cs_persistent_map.offset;
++ *data = base + offset;
++
++ context_release(context);
++
++ return WINED3D_OK;
++ }
++
+ if (buffer->buffer_object)
+ {
+ unsigned int dirty_offset = offset, dirty_size = size;
+@@ -1152,6 +1272,12 @@ static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
+ return;
+ }
+
++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT)
++ {
++ TRACE("Persistent buffer, ignore unmap.\n");
++ return;
++ }
++
+ if (buffer->map_ptr)
+ {
+ struct wined3d_device *device = buffer->resource.device;
+@@ -1256,6 +1382,64 @@ static void buffer_resource_preload(struct wined3d_resource *resource)
+
+ 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 = box ? box->left : 0;
++
++ if (sub_resource_idx)
++ {
++ WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
++ return E_INVALIDARG;
++ }
++
++ // Support immediate mapping of persistent buffers off the command thread,
++ // which require no GL calls to interface with.
++ if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP)
++ {
++ map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
++ if (flags & WINED3D_MAP_DISCARD)
++ {
++ HRESULT hr;
++ struct wined3d_map_range map_range;
++ if (FAILED(hr = wined3d_buffer_heap_alloc(buffer->buffer_heap, resource->size, &map_range)))
++ {
++ FIXME_(d3d_perf)("Failed to allocate new buffer, falling back to sync path.\n");
++ return hr;
++ }
++ map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset;
++ resource->map_count++;
++
++ buffer->mt_persistent_map = map_range;
++
++ // Discard handler on CSMT thread is responsible for returning the
++ // currently used buffer to the free pool, along with the fence that
++ // must be called before the buffer can be reused.
++ wined3d_cs_emit_discard_buffer(resource->device->cs, buffer, map_range);
++ return WINED3D_OK;
++ }
++ else if (flags & WINED3D_MAP_NOOVERWRITE)
++ {
++ // Allow immediate access for persistent buffers without a fence.
++ // Always use the latest buffer in this case in case the latest
++ // DISCARDed one hasn't reached the command stream yet.
++ struct wined3d_map_range map_range = buffer->mt_persistent_map;
++ map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset;
++ resource->map_count++;
++ return WINED3D_OK;
++ }
++ else
++ {
++ // TODO(acomminos): Should check mapped ranges to see if the region is writeable even though NOOVERWRITE is specified.
++ WARN_(d3d_perf)("Mapping persistent buffer %p in sync with CS thread.\n", buffer);
++ // XXX(acomminos): kill this early return. they're the worst.
++ }
++ }
++
++ return E_NOTIMPL;
++}
++
++static HRESULT buffer_resource_sub_resource_map_cs(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;
+@@ -1299,6 +1483,18 @@ static HRESULT buffer_resource_sub_resource_map_info(struct wined3d_resource *re
+ }
+
+ static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
++{
++ struct wined3d_buffer *buffer = buffer_from_resource(resource);
++ if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP)
++ {
++ // Nothing to be done to unmap a region of a persistent buffer.
++ resource->map_count--;
++ return WINED3D_OK;
++ }
++ return E_NOTIMPL;
++}
++
++static HRESULT buffer_resource_sub_resource_unmap_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx)
+ {
+ if (sub_resource_idx)
+ {
+@@ -1319,6 +1515,8 @@ static const struct wined3d_resource_ops buffer_resource_ops =
+ buffer_resource_sub_resource_map,
+ buffer_resource_sub_resource_map_info,
+ buffer_resource_sub_resource_unmap,
++ buffer_resource_sub_resource_map_cs,
++ buffer_resource_sub_resource_unmap_cs,
+ };
+
+ static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
+@@ -1394,12 +1592,30 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
+ buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
+ }
+
++ if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
++ {
++ if (!gl_info->supported[ARB_BUFFER_STORAGE])
++ {
++ WARN_(d3d_perf)("Not creating a persistent mapping for a dynamic buffer because ARB_buffer_storage is unsupported.\n");
++ }
++ else
++ {
++ // If supported, use persistent mapped buffers instead of a
++ // standalone BO for dynamic buffers.
++ buffer->flags |= WINED3D_BUFFER_PERSISTENT;
++ }
++ }
++
+ /* 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])
++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT)
++ {
++ TRACE("Not creating a BO because a persistent mapped buffer will be used.\n");
++ }
++ else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
+ {
+ TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
+ }
+diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
+index 0e2e68b4b0..eae2c3a79d 100644
+--- a/dlls/wined3d/context.c
++++ b/dlls/wined3d/context.c
+@@ -5005,7 +5005,11 @@ 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 (index_buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP)
++ {
++ idx_data = index_buffer->cs_persistent_map.offset;
++ }
++ else if (!index_buffer->buffer_object || !stream_info->all_vbo)
+ {
+ idx_data = index_buffer->resource.heap_memory;
+ }
+diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
+index 50a4d041cd..e61b8dedbb 100644
+--- a/dlls/wined3d/cs.c
++++ b/dlls/wined3d/cs.c
+@@ -73,6 +73,7 @@ enum wined3d_cs_op
+ WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW,
+ WINED3D_CS_OP_COPY_UAV_COUNTER,
+ WINED3D_CS_OP_GENERATE_MIPMAPS,
++ WINED3D_CS_OP_DISCARD_BUFFER,
+ WINED3D_CS_OP_STOP,
+ };
+
+@@ -439,6 +440,13 @@ struct wined3d_cs_generate_mipmaps
+ struct wined3d_shader_resource_view *view;
+ };
+
++struct wined3d_cs_discard_buffer
++{
++ enum wined3d_cs_op opcode;
++ struct wined3d_buffer *buffer;
++ struct wined3d_map_range map_range;
++};
++
+ struct wined3d_cs_stop
+ {
+ enum wined3d_cs_op opcode;
+@@ -2002,7 +2010,7 @@ static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data)
+ const struct wined3d_cs_map *op = data;
+ struct wined3d_resource *resource = op->resource;
+
+- *op->hr = resource->resource_ops->resource_sub_resource_map(resource,
++ *op->hr = resource->resource_ops->resource_sub_resource_map_cs(resource,
+ op->sub_resource_idx, op->map_desc, op->box, op->flags);
+ }
+
+@@ -2036,7 +2044,7 @@ static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data)
+ const struct wined3d_cs_unmap *op = data;
+ struct wined3d_resource *resource = op->resource;
+
+- *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx);
++ *op->hr = resource->resource_ops->resource_sub_resource_unmap_cs(resource, op->sub_resource_idx);
+ }
+
+ HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx)
+@@ -2455,6 +2463,53 @@ void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shad
+ cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
+ }
+
++static void wined3d_cs_exec_discard_buffer(struct wined3d_cs *cs, const void *data)
++{
++ const struct wined3d_cs_discard_buffer *op = data;
++ struct wined3d_buffer *buffer = op->buffer;
++ HRESULT hr;
++
++ // TODO(acomminos): should call into buffer.c here instead.
++ if (FAILED(hr = wined3d_buffer_heap_free_fenced(buffer->buffer_heap, cs->device, buffer->cs_persistent_map)))
++ {
++ ERR("Failed to do a fenced free on discarded buffer %p, hr %x\n. Freeing anyway.", buffer, hr);
++ wined3d_buffer_heap_free(buffer->buffer_heap, buffer->cs_persistent_map);
++ }
++
++ buffer->cs_persistent_map = op->map_range;
++
++ // TODO(acomminos): merge this logic with buffer.c functions for standalone BOs
++ if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
++ device_invalidate_state(cs->device, STATE_STREAMSRC);
++ if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
++ device_invalidate_state(cs->device, STATE_INDEXBUFFER);
++ if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
++ {
++ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
++ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
++ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
++ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
++ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
++ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
++ }
++
++ wined3d_resource_release(&op->buffer->resource);
++}
++
++void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_map_range map_range)
++{
++ struct wined3d_cs_discard_buffer *op;
++
++ op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
++ op->opcode = WINED3D_CS_OP_DISCARD_BUFFER;
++ op->buffer = buffer;
++ op->map_range = map_range;
++
++ wined3d_resource_acquire(&buffer->resource);
++
++ cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
++}
++
+ static void wined3d_cs_emit_stop(struct wined3d_cs *cs)
+ {
+ struct wined3d_cs_stop *op;
+@@ -2515,6 +2570,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
+ /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view,
+ /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter,
+ /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps,
++ /* WINED3D_CS_OP_DISCARD_BUFFER */ wined3d_cs_exec_discard_buffer,
+ };
+
+ #if defined(STAGING_CSMT)
+diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
+index 8b7f17bb6b..02d469bc20 100644
+--- a/dlls/wined3d/resource.c
++++ b/dlls/wined3d/resource.c
+@@ -344,6 +344,7 @@ static DWORD wined3d_resource_sanitise_map_flags(const struct wined3d_resource *
+ HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+ struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
+ {
++ HRESULT hr;
+ TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
+ resource, sub_resource_idx, map_desc, debug_box(box), flags);
+
+@@ -366,9 +367,14 @@ HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned i
+ }
+
+ flags = wined3d_resource_sanitise_map_flags(resource, flags);
+- wined3d_resource_wait_idle(resource);
++ if (FAILED(hr = resource->resource_ops->resource_sub_resource_map(resource, sub_resource_idx, map_desc, box, flags)))
++ {
++ TRACE_(d3d_perf)("Mapping resource %p on the command stream.\n", resource);
++ wined3d_resource_wait_idle(resource);
++ hr = wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags);
++ }
+
+- return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags);
++ return hr;
+ }
+
+ HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+@@ -381,9 +387,15 @@ HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsig
+
+ HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
+ {
++ HRESULT hr;
+ TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
+
+- return wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx);
++ if (FAILED(hr = resource->resource_ops->resource_sub_resource_unmap(resource, sub_resource_idx)))
++ {
++ TRACE_(d3d_perf)("Unmapping resource %p on the command stream.\n", resource);
++ hr = wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx);
++ }
++ return hr;
+ }
+
+ UINT CDECL wined3d_resource_update_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
+index 2f506c36d1..6f7805b8bd 100644
+--- a/dlls/wined3d/state.c
++++ b/dlls/wined3d/state.c
+@@ -4934,7 +4934,11 @@ static void indexbuffer(struct wined3d_context *context, const struct wined3d_st
+ else
+ {
+ struct wined3d_buffer *ib = state->index_buffer;
+- GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
++ // FIXME(acomminos): disasterous.
++ if (ib->locations & WINED3D_LOCATION_PERSISTENT_MAP)
++ GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_heap->buffer_object));
++ else
++ GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
+ }
+ }
+
+@@ -5000,6 +5004,7 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
+ enum wined3d_shader_type shader_type;
+ struct wined3d_buffer *buffer;
+ unsigned int i, base, count;
++ struct wined3d_bo_address bo_addr;
+
+ TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
+
+@@ -5012,7 +5017,15 @@ 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));
++ if (buffer)
++ {
++ wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations);
++ GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i, bo_addr.buffer_object, bo_addr.addr, bo_addr.length));
++ }
++ else
++ {
++ GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
++ }
+ }
+ checkGLcall("bind constant buffers");
+ }
+diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
+index e6af0c7508..7260f902cf 100644
+--- a/dlls/wined3d/texture.c
++++ b/dlls/wined3d/texture.c
+@@ -2301,6 +2301,12 @@ static void wined3d_texture_unload(struct wined3d_resource *resource)
+
+ static HRESULT texture_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)
++{
++ return E_NOTIMPL;
++}
++
++static HRESULT texture_resource_sub_resource_map_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx,
++ struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
+ {
+ const struct wined3d_format *format = resource->format;
+ struct wined3d_texture_sub_resource *sub_resource;
+@@ -2461,6 +2467,11 @@ static HRESULT texture_resource_sub_resource_map_info(struct wined3d_resource *r
+ }
+
+ static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
++{
++ return E_NOTIMPL;
++}
++
++static HRESULT texture_resource_sub_resource_unmap_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx)
+ {
+ struct wined3d_texture_sub_resource *sub_resource;
+ struct wined3d_device *device = resource->device;
+@@ -2513,6 +2524,8 @@ static const struct wined3d_resource_ops texture_resource_ops =
+ texture_resource_sub_resource_map,
+ texture_resource_sub_resource_map_info,
+ texture_resource_sub_resource_unmap,
++ texture_resource_sub_resource_map_cs,
++ texture_resource_sub_resource_unmap_cs,
+ };
+
+ static HRESULT texture1d_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
+diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
+index b8b7880501..62758ae056 100644
+--- a/dlls/wined3d/utils.c
++++ b/dlls/wined3d/utils.c
+@@ -6404,6 +6404,7 @@ const char *wined3d_debug_location(DWORD location)
+ LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
+ LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
+ LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
++ LOCATION_TO_STR(WINED3D_LOCATION_PERSISTENT_MAP);
+ #undef LOCATION_TO_STR
+ if (location)
+ FIXME("Unrecognized location flag(s) %#x.\n", location);
+diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
+index 3d535f4e17..b3fd0136ff 100644
+--- a/dlls/wined3d/wined3d_private.h
++++ b/dlls/wined3d/wined3d_private.h
+@@ -1470,6 +1470,7 @@ struct wined3d_bo_address
+ {
+ GLuint buffer_object;
+ BYTE *addr;
++ GLsizeiptr length;
+ };
+
+ struct wined3d_const_bo_address
+@@ -3047,6 +3048,9 @@ struct wined3d_resource_ops
+ HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+ struct wined3d_map_info *info, DWORD flags);
+ HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
++ HRESULT (*resource_sub_resource_map_cs)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
++ struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
++ HRESULT (*resource_sub_resource_unmap_cs)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
+ };
+
+ struct wined3d_resource
+@@ -3325,6 +3329,7 @@ void wined3d_texture_validate_location(struct wined3d_texture *texture,
+ #define WINED3D_LOCATION_DRAWABLE 0x00000040
+ #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
+ #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
++#define WINED3D_LOCATION_PERSISTENT_MAP 0x00000200
+
+ const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
+
+@@ -3672,6 +3677,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou
+ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
+ unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
+ unsigned int slice_pitch) DECLSPEC_HIDDEN;
++void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_map_range map_range) DECLSPEC_HIDDEN;
+ void wined3d_cs_init_object(struct wined3d_cs *cs,
+ void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
+ HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
+@@ -3784,6 +3790,11 @@ struct wined3d_buffer
+ UINT stride; /* 0 if no conversion */
+ enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
+ UINT conversion_stride; /* 0 if no shifted conversion */
++
++ /* persistent mapped buffer */
++ struct wined3d_buffer_heap *buffer_heap;
++ struct wined3d_map_range cs_persistent_map;
++ struct wined3d_map_range mt_persistent_map; // TODO: make struct list?
+ };
+
+ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
+--
+2.16.2
+