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authorLars Norberg2018-03-29 00:00:43 +0200
committerLars Norberg2018-03-29 00:00:43 +0200
commita6782c800f37a78b2aa12a7d0a2365dda7117ca2 (patch)
treed9169e7562d271af2783f79b801bd1ba9a3f94d5 /wine-staging-pba.patch
parent9ea985bb81d8d89f644f88ea8cb15435f3fe0faf (diff)
downloadaur-a6782c800f37a78b2aa12a7d0a2365dda7117ca2.tar.gz
restructured pba patches
Diffstat (limited to 'wine-staging-pba.patch')
-rw-r--r--wine-staging-pba.patch1574
1 files changed, 1574 insertions, 0 deletions
diff --git a/wine-staging-pba.patch b/wine-staging-pba.patch
new file mode 100644
index 000000000000..050a7c3c4071
--- /dev/null
+++ b/wine-staging-pba.patch
@@ -0,0 +1,1574 @@
+diff -r -u --new-file a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
+--- a/dlls/wined3d/buffer.c 2018-03-28 23:57:50.342915285 +0200
++++ b/dlls/wined3d/buffer.c 2018-03-28 23:27:46.013998252 +0200
+@@ -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 +271,53 @@
+ return FALSE;
+ }
+
++/* Context activation is done by the caller. */
++static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer)
++{
++ struct wined3d_device *device = buffer->resource.device;
++ struct wined3d_buffer_heap *heap;
++ struct wined3d_buffer_heap_element *elem;
++ 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, &elem)))
++ {
++ goto fail;
++ }
++ buffer->cs_persistent_map = elem;
++ buffer->mt_persistent_map = elem;
++ 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)
+@@ -632,6 +681,17 @@
+ }
+ 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);
++
+ default:
+ ERR("Invalid location %s.\n", wined3d_debug_location(location));
+ return FALSE;
+@@ -689,16 +749,32 @@
+ 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->range.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 +796,26 @@
+ {
+ 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->range.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->range.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 +851,8 @@
+ buffer->flags &= ~WINED3D_BUFFER_HASDESC;
+ }
+
++ buffer_free_persistent_map(buffer);
++
+ resource_unload(resource);
+ }
+
+@@ -784,6 +876,8 @@
+ heap_free(buffer->conversion_map);
+ }
+
++ buffer_free_persistent_map(buffer);
++
+ heap_free(buffer->maps);
+ heap_free(buffer);
+ }
+@@ -900,6 +994,16 @@
+
+ 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 +1114,25 @@
+
+ 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 (flags: %x)\n", flags);
++
++ gl_info = context->gl_info;
++ gl_info->gl_ops.gl.p_glFinish();
++
++ base = buffer->buffer_heap->map_ptr
++ + buffer->cs_persistent_map->range.offset;
++ *data = base + offset;
++
++ context_release(context);
++
++ return WINED3D_OK;
++ }
++
+ if (buffer->buffer_object)
+ {
+ unsigned int dirty_offset = offset, dirty_size = size;
+@@ -1152,6 +1275,12 @@
+ 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 +1385,73 @@
+ 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->flags & WINED3D_BUFFER_PERSISTENT)
++ {
++ // Attempt to load a persistent map without syncing, if possible.
++ if (!(buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP))
++ {
++ wined3d_resource_wait_idle(resource);
++ if (!buffer_alloc_persistent_map(buffer))
++ {
++ ERR_(d3d_perf)("Failed to allocate persistent buffer, falling back to sync path.");
++ return E_FAIL;
++ }
++ wined3d_buffer_validate_location(buffer, 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_buffer_heap_element *mt_elem;
++ if (FAILED(hr = wined3d_buffer_heap_alloc(buffer->buffer_heap, resource->size, &mt_elem)))
++ {
++ FIXME_(d3d_perf)("Failed to allocate new buffer, falling back to sync path.\n");
++ return hr;
++ }
++ map_desc->data = buffer->buffer_heap->map_ptr + mt_elem->range.offset + offset;
++ resource->map_count++;
++
++ buffer->mt_persistent_map = mt_elem;
++
++ // 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, mt_elem);
++
++ 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->range;
++ map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset;
++ resource->map_count++;
++ return WINED3D_OK;
++ }
++
++ WARN_(d3d_perf)("Mapping persistent buffer %p in sync with CS thread.\n", buffer);
++ }
++
++ 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;
+
+ if (sub_resource_idx)
+@@ -1298,6 +1494,18 @@
+
+ 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)
+ {
+ WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
+@@ -1317,6 +1525,8 @@
+ 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,
+@@ -1392,12 +1602,34 @@
+ buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
+ }
+
++ if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
++ {
++ if (!device->use_pba)
++ {
++ WARN_(d3d_perf)("Not creating a persistent mapping for dynamic buffer %p because the PBA is disabled.\n", buffer);
++ }
++ else if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
++ {
++ FIXME_(d3d_perf)("Not using a persistent mapping for shader resource buffer %p (unimplemented)\n", buffer);
++ }
++ 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 -r -u --new-file a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c
+--- a/dlls/wined3d/buffer_heap.c 1970-01-01 01:00:00.000000000 +0100
++++ b/dlls/wined3d/buffer_heap.c 2018-03-28 23:35:39.595966143 +0200
+@@ -0,0 +1,530 @@
++/*
++ * Copyright 2018 Andrew Comminos
++ *
++ * 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 "wine/rbtree.h"
++#include "wined3d_private.h"
++
++WINE_DEFAULT_DEBUG_CHANNEL(d3d);
++WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
++
++// Arbitrary binding to use when binding the persistent buffer.
++#define BIND_TARGET GL_ARRAY_BUFFER
++
++
++struct wined3d_buffer_heap_fenced_element
++{
++ struct wined3d_buffer_heap_bin_set free_list;
++ struct wined3d_fence *fence;
++
++ struct wined3d_buffer_heap_fenced_element *next;
++};
++
++static struct wined3d_buffer_heap_element* element_new(GLsizei offset, GLsizei size)
++{
++ struct wined3d_buffer_heap_element* elem;
++ elem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_buffer_heap_element));
++ if (!elem)
++ return NULL;
++ elem->range.offset = offset;
++ elem->range.size = size;
++ return elem;
++}
++
++static inline int bitwise_log2_floor(GLsizei size)
++{
++ // XXX(acomminos): I hope this gets unrolled.
++ for (int i = 8 * sizeof(GLsizei) - 1; i >= 0; i--)
++ {
++ if ((size >> i) & 1) {
++ return i;
++ }
++ }
++ return 0;
++}
++
++static inline int bitwise_log2_ceil(GLsizei size)
++{
++ // Add one to the floor of size if size isn't a power of two.
++ return bitwise_log2_floor(size) + !!(size & (size - 1));
++}
++
++static int element_bin(struct wined3d_buffer_heap_element *elem)
++{
++ return min(WINED3D_BUFFER_HEAP_BINS - 1, bitwise_log2_floor(elem->range.size));
++}
++
++// Inserts an element into the appropriate free list bin.
++static void element_insert_free_bin(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem)
++{
++ if (elem->prev || elem->next)
++ {
++ ERR("Element %p in already in a free list (for some reason).\n", elem);
++ }
++
++ int bin = element_bin(elem);
++
++ elem->prev = NULL;
++ elem->next = heap->free_list.bins[bin].head;
++ if (heap->free_list.bins[bin].head)
++ heap->free_list.bins[bin].head->prev = elem;
++ heap->free_list.bins[bin].head = elem;
++
++ if (!heap->free_list.bins[bin].tail)
++ heap->free_list.bins[bin].tail = elem;
++
++ TRACE("Inserted allocation at %p of size %lld into bin %d\n", elem->range.offset, elem->range.size, bin);
++}
++
++// Removes an element from the free tree, its bin, and the coalesce list.
++static void element_remove_free(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem)
++{
++ int bin = element_bin(elem);
++
++ if (elem->prev)
++ elem->prev->next = elem->next;
++
++ if (elem->next)
++ elem->next->prev = elem->prev;
++
++ if (elem == heap->free_list.bins[bin].head)
++ heap->free_list.bins[bin].head = elem->next;
++
++ if (elem == heap->free_list.bins[bin].tail)
++ heap->free_list.bins[bin].tail = elem->prev;
++
++ elem->prev = NULL;
++ elem->next = NULL;
++
++ TRACE("Freed allocation at %p of size %lld from bin %d\n", elem->range.offset, elem->range.size, bin);
++}
++
++static struct wined3d_buffer_heap_fenced_element* fenced_element_new(struct wined3d_buffer_heap_bin_set bins, struct wined3d_fence* fence)
++{
++ struct wined3d_buffer_heap_fenced_element* elem;
++ elem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_buffer_heap_fenced_element));
++ if (!elem)
++ return NULL;
++ elem->free_list = bins;
++ elem->fence = fence;
++ elem->next = NULL;
++ return elem;
++}
++
++static int free_tree_compare(const void *key, const struct wine_rb_entry *entry)
++{
++ const GLsizei offset = *(const GLsizei*) key;
++ struct wined3d_buffer_heap_element *elem = WINE_RB_ENTRY_VALUE(entry, struct wined3d_buffer_heap_element, entry);
++
++ if (offset < elem->range.offset)
++ return -1;
++ if (offset > elem->range.offset)
++ return 1;
++ return 0;
++}
++
++/* Context activation is done by the caller. */
++HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr size, GLsizeiptr alignment, BOOL write_only, struct wined3d_buffer_heap **buffer_heap)
++{
++ const struct wined3d_gl_info *gl_info = context->gl_info;
++ GLbitfield access_flags;
++ GLbitfield storage_flags;
++ struct wined3d_buffer_heap_element *initial_elem;
++
++ struct wined3d_buffer_heap *object;
++
++ if ((alignment & (alignment - 1)) != 0)
++ {
++ return E_FAIL;
++ }
++
++ if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
++ {
++ return E_OUTOFMEMORY;
++ }
++
++ access_flags = GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_WRITE_BIT;
++ if (!write_only)
++ {
++ access_flags |= GL_MAP_READ_BIT;
++ }
++ storage_flags = access_flags;
++ // FIXME(acomminos): So, about GL_CLIENT_STORAGE_BIT:
++ // - On NVIDIA, DMA CACHED memory is used when this flag is set. SYSTEM HEAP
++ // memory is used without it, which (in my testing) is much faster.
++ // - On Mesa, GTT is used when this flag is set. This is what we want- we
++ // upload to VRAM occur otherwise, which is unusably slow (on radeon).
++ //
++ // Thus, we're only going to set this on mesa for now.
++ // Hints are awful anyway.
++ if (gl_info->quirks & WINED3D_QUIRK_USE_CLIENT_STORAGE_BIT)
++ {
++ FIXME_(d3d_perf)("PBA: using GL_CLIENT_STORAGE_BIT quirk");
++ storage_flags |= GL_CLIENT_STORAGE_BIT;
++ }
++
++ GL_EXTCALL(glGenBuffers(1, &object->buffer_object));
++ checkGLcall("glGenBuffers");
++
++ context_bind_bo(context, BIND_TARGET, object->buffer_object);
++
++ GL_EXTCALL(glBufferStorage(BIND_TARGET, size, NULL, storage_flags));
++ checkGLcall("glBufferStorage");
++
++ if (!(object->map_ptr = GL_EXTCALL(glMapBufferRange(BIND_TARGET, 0, size, access_flags))))
++ {
++ ERR("Couldn't map persistent buffer.\n");
++ return -1; // FIXME(acomminos): proper error code, cleanup
++ }
++ context_bind_bo(context, BIND_TARGET, 0);
++
++ object->fenced_head = object->fenced_tail = NULL;
++ object->alignment = alignment;
++ InitializeCriticalSection(&object->temp_lock);
++
++ initial_elem = element_new(0, size);
++ // Don't bother adding the initial allocation to the coalescing tree.
++ element_insert_free_bin(object, initial_elem);
++
++ *buffer_heap = object;
++
++ return WINED3D_OK;
++}
++
++/* Context activation is done by the caller. */
++HRESULT wined3d_buffer_heap_destroy(struct wined3d_buffer_heap *heap, struct wined3d_context *context)
++{
++ const struct wined3d_gl_info *gl_info = context->gl_info;
++
++ context_bind_bo(context, BIND_TARGET, heap->buffer_object);
++ GL_EXTCALL(glUnmapBuffer(BIND_TARGET));
++ checkGLcall("glUnmapBuffer");
++ context_bind_bo(context, BIND_TARGET, 0);
++
++ GL_EXTCALL(glDeleteBuffers(1, &heap->buffer_object));
++ checkGLcall("glDeleteBuffers");
++
++ DeleteCriticalSection(&heap->temp_lock);
++
++ // TODO(acomminos): cleanup free lists, fenced list, etc.
++
++ HeapFree(GetProcessHeap(), 0, heap);
++
++ return WINED3D_OK;
++}
++
++HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_buffer_heap_element **out_elem)
++{
++ int initial_bin;
++ int initial_size = size;
++
++ EnterCriticalSection(&heap->temp_lock);
++
++ // After alignment, reduce fragmentation by rounding to next power of two.
++ // If the alignment is a power of two (which it should be), this should be
++ // no problem.
++ size = 1 << bitwise_log2_ceil(size);
++
++ // Align size values where possible.
++ if (heap->alignment && (size % heap->alignment != 0))
++ size += heap->alignment - (size % heap->alignment);
++
++ initial_bin = min(WINED3D_BUFFER_HEAP_BINS - 1, bitwise_log2_ceil(size));
++
++ for (int i = initial_bin; i < WINED3D_BUFFER_HEAP_BINS; i++)
++ {
++ struct wined3d_buffer_heap_element *elem = heap->free_list.bins[i].head;
++ if (elem)
++ {
++ struct wined3d_map_range remaining_range;
++ remaining_range.offset = elem->range.offset + size;
++ remaining_range.size = elem->range.size - size;
++
++ // Take the element from the free list, transferring ownership to
++ // the caller.
++ element_remove_free(heap, elem);
++
++ // Resize the element so that we can free the remainder.
++ elem->range.size = size;
++ *out_elem = elem;
++
++ TRACE_(d3d_perf)("Allocated %d (requested %d) at %p from bin %d (initial %d)\n", size, initial_size, elem->range.offset, i, initial_bin);
++
++ if (remaining_range.size > 0)
++ {
++ struct wined3d_buffer_heap_element *remaining_elem;
++
++ TRACE_(d3d_perf)("Imperfect fit allocated, fragmenting remainder of %lld at %p.\n", remaining_range.size, remaining_range.offset);
++
++ remaining_elem = element_new(remaining_range.offset, remaining_range.size);
++ element_insert_free_bin(heap, remaining_elem);
++ }
++
++ LeaveCriticalSection(&heap->temp_lock);
++ return WINED3D_OK;
++ }
++ }
++
++ LeaveCriticalSection(&heap->temp_lock);
++
++ FIXME_(d3d_perf)("Forcing coalesce, not enough free space in buffer heap.\n");
++ int num_coalesced;
++ if (SUCCEEDED(wined3d_buffer_heap_deferred_coalesce(heap, &num_coalesced)))
++ {
++ if (num_coalesced > 0)
++ return wined3d_buffer_heap_alloc(heap, size, out_elem);
++ }
++
++ FIXME_(d3d_perf)("Coalescing did not create new blocks, failing.\n");
++
++ return WINED3DERR_OUTOFVIDEOMEMORY;
++}
++
++HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem)
++{
++ EnterCriticalSection(&heap->temp_lock);
++
++ // Only insert the element into a free bin, coalescing will occur later.
++ //
++ // Note that the reason that we pass around wined3d_buffer_heap_element
++ // instead of a range is to avoid frequent HeapAlloc/HeapFree operations
++ // when we're reusing buffers.
++ element_insert_free_bin(heap, elem);
++
++ LeaveCriticalSection(&heap->temp_lock);
++
++ return WINED3D_OK;
++}
++
++HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_buffer_heap_element *elem)
++{
++ int bin_index = element_bin(elem);
++ struct wined3d_buffer_heap_bin *bin = &heap->pending_fenced_bins.bins[bin_index];
++
++ if (bin->tail)
++ {
++ bin->tail->next = elem;
++ elem->prev = bin->tail;
++ bin->tail = elem;
++ }
++ else
++ {
++ bin->head = elem;
++ bin->tail = elem;
++ }
++
++ return WINED3D_OK;
++}
++
++HRESULT wined3d_buffer_heap_cs_fence_issue(struct wined3d_buffer_heap *heap, struct wined3d_device *device)
++{
++ struct wined3d_buffer_heap_fenced_element *fenced_elem;
++ struct wined3d_fence *fence;
++ HRESULT hr;
++
++ if (heap->fenced_head)
++ {
++ // XXX(acomminos): double or triple buffer this?
++ wined3d_buffer_heap_cs_fence_wait(heap, device);
++ }
++
++ if (FAILED(hr = wined3d_fence_create(device, &fence)))
++ {
++ ERR("Failed to create fence.\n");
++ return hr;
++ }
++
++ fenced_elem = fenced_element_new(heap->pending_fenced_bins, fence);
++ if (!fenced_elem)
++ return E_OUTOFMEMORY;
++
++ TRACE_(d3d_perf)("Dispatching fenced buffer set.\n");
++ memset(&heap->pending_fenced_bins, 0, sizeof(heap->pending_fenced_bins));
++
++ // Append to end of fenced list, which works well if you assume that buffers
++ // are freed in some ascending draw call ordering.
++ if (!heap->fenced_head)
++ {
++ heap->fenced_head = fenced_elem;
++ heap->fenced_tail = fenced_elem;
++ }
++ else
++ {
++ heap->fenced_tail->next = fenced_elem;
++ heap->fenced_tail = fenced_elem;
++ }
++
++ wined3d_fence_issue(fence, device);
++ return WINED3D_OK;
++}
++
++HRESULT wined3d_buffer_heap_cs_fence_wait(struct wined3d_buffer_heap *heap, struct wined3d_device *device)
++{
++ enum wined3d_fence_result res;
++ struct wined3d_buffer_heap_fenced_element *elem = heap->fenced_head;
++ if (!elem)
++ return WINED3D_OK;
++
++ res = wined3d_fence_wait(elem->fence, device);
++ switch (res)
++ {
++ case WINED3D_FENCE_OK:
++ case WINED3D_FENCE_NOT_STARTED:
++ {
++ TRACE_(d3d_perf)("Freed fence group.\n");
++
++ EnterCriticalSection(&heap->temp_lock);
++ for (int i = 0; i < WINED3D_BUFFER_HEAP_BINS; i++)
++ {
++ struct wined3d_buffer_heap_bin *elem_bin = &elem->free_list.bins[i];
++ if (!elem_bin->tail)
++ continue;
++
++ struct wined3d_buffer_heap_bin *heap_bin = &heap->free_list.bins[i];
++ if (heap_bin->head)
++ {
++ // Insert to front.
++ elem_bin->tail->next = heap_bin->head;
++ heap_bin->head->prev = elem_bin->tail;
++
++ elem_bin->head->prev = NULL;
++ heap_bin->head = elem_bin->head;
++ }
++ else
++ {
++ elem_bin->head->prev = NULL;
++ heap_bin->head = elem_bin->head;
++ elem_bin->tail->next = NULL;
++ heap_bin->tail = elem_bin->tail;
++ }
++ }
++ LeaveCriticalSection(&heap->temp_lock);
++
++ wined3d_fence_destroy(elem->fence);
++
++ heap->fenced_head = elem->next;
++ HeapFree(GetProcessHeap(), 0, elem);
++ // TODO(acomminos): bother to null out fenced_tail?
++ break;
++ }
++ default:
++ return WINED3D_OK;
++ }
++
++ return WINED3D_OK;
++}
++
++HRESULT wined3d_buffer_heap_deferred_coalesce(struct wined3d_buffer_heap *heap, int *coalesced_count)
++{
++ struct wined3d_buffer_heap_element *elem = NULL;
++ struct wined3d_buffer_heap_element *next = NULL;
++ struct wine_rb_entry *entry;
++ struct wined3d_map_range coalesced_range;
++
++ struct wine_rb_tree free_tree;
++ int num_coalesced = 0;
++
++ wine_rb_init(&free_tree, free_tree_compare);
++
++ EnterCriticalSection(&heap->temp_lock);
++
++ // TODO(acomminos): on one hand, if there's a lot of elements in the list,
++ // it's highly fragmented. on the other, we can potentially waste a decent
++ // sum of time checking for uncoalesced bins.
++ for (int i = 0; i < WINED3D_BUFFER_HEAP_BINS; i++)
++ {
++ elem = heap->free_list.bins[i].head;
++ while (elem)
++ {
++ // Insert a sentry. FIXME(acomminos): can skip this with traversal.
++ if (wine_rb_put(&free_tree, &elem->range.offset, &elem->entry) == -1)
++ {
++ ERR("Failed to insert key %x in tree.\n", elem->range.offset);
++ elem = elem->next;
++ continue;
++ }
++
++ coalesced_range = elem->range;
++
++ // Coalesce right.
++ entry = wine_rb_next(&elem->entry);
++ if (entry)
++ {
++ TRACE("Coalesced right.\n");
++ struct wined3d_buffer_heap_element *right_elem = WINE_RB_ENTRY_VALUE(entry, struct wined3d_buffer_heap_element, entry);
++ if (elem->range.offset + elem->range.size == right_elem->range.offset)
++ {
++ coalesced_range.size += right_elem->range.size;
++
++ wine_rb_remove(&free_tree, entry);
++ element_remove_free(heap, right_elem);
++ HeapFree(GetProcessHeap(), 0, right_elem);
++
++ num_coalesced++;
++ }
++ }
++
++ // Coalesce left.
++ entry = wine_rb_prev(&elem->entry);
++ if (entry)
++ {
++ TRACE("Coalesced left.\n");
++ struct wined3d_buffer_heap_element *left_elem = WINE_RB_ENTRY_VALUE(entry, struct wined3d_buffer_heap_element, entry);
++ if (left_elem->range.offset + left_elem->range.size == coalesced_range.offset)
++ {
++ coalesced_range.offset = left_elem->range.offset;
++ coalesced_range.size += left_elem->range.size;
++
++ wine_rb_remove(&free_tree, entry);
++ element_remove_free(heap, left_elem);
++ HeapFree(GetProcessHeap(), 0, left_elem);
++
++ num_coalesced++;
++ }
++ }
++
++ next = elem->next;
++
++ if (elem->range.size != coalesced_range.size)
++ {
++ FIXME_(d3d_perf)("Coalesced range from (%p, %ld) to (%p, %ld)\n", elem->range.offset, elem->range.size, coalesced_range.offset, coalesced_range.size);
++
++ wine_rb_remove(&free_tree, &elem->entry);
++
++ // Move to the correct free bin.
++ element_remove_free(heap, elem);
++ elem->range = coalesced_range;
++ element_insert_free_bin(heap, elem);
++
++ wine_rb_put(&free_tree, &elem->range.offset, &elem->entry);
++ }
++
++ elem = next;
++ }
++ }
++
++ LeaveCriticalSection(&heap->temp_lock);
++
++ FIXME_(d3d_perf)("Performed %d coalesces.\n", num_coalesced);
++ if (coalesced_count)
++ *coalesced_count = num_coalesced;
++
++ return WINED3D_OK;
++}
+\ No newline at end of file
+diff -r -u --new-file a/dlls/wined3d/context.c b/dlls/wined3d/context.c
+--- a/dlls/wined3d/context.c 2018-03-28 23:57:59.979900010 +0200
++++ b/dlls/wined3d/context.c 2018-03-28 23:22:42.726661696 +0200
+@@ -4956,7 +4956,11 @@
+ if (parameters->indexed)
+ {
+ struct wined3d_buffer *index_buffer = state->index_buffer;
+- if (!index_buffer->buffer_object || !stream_info->all_vbo)
++ if (index_buffer->cs_persistent_map)
++ {
++ idx_data = index_buffer->cs_persistent_map->range.offset;
++ }
++ else if (!index_buffer->buffer_object || !stream_info->all_vbo)
+ {
+ idx_data = index_buffer->resource.heap_memory;
+ }
+diff -r -u --new-file a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
+--- a/dlls/wined3d/cs.c 2018-03-28 23:57:59.780900325 +0200
++++ b/dlls/wined3d/cs.c 2018-03-28 23:23:49.308515873 +0200
+@@ -73,6 +73,7 @@
+ 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,
+ };
+
+@@ -437,6 +438,13 @@
+ struct wined3d_shader_resource_view *view;
+ };
+
++struct wined3d_cs_discard_buffer
++{
++ enum wined3d_cs_op opcode;
++ struct wined3d_buffer *buffer;
++ struct wined3d_buffer_heap_element *map_range;
++};
++
+ struct wined3d_cs_stop
+ {
+ enum wined3d_cs_op opcode;
+@@ -465,6 +473,15 @@
+ }
+
+ InterlockedDecrement(&cs->pending_presents);
++
++ // FIXME(acomminos): is this the right place to put double-buffered frame
++ // timing based logic?
++ // FIXME(acomminos): this conditional sucks, replace with fancier feature check
++ if (cs->device->wo_buffer_heap && cs->device->cb_buffer_heap)
++ {
++ wined3d_buffer_heap_cs_fence_issue(cs->device->wo_buffer_heap, cs->device);
++ wined3d_buffer_heap_cs_fence_issue(cs->device->cb_buffer_heap, cs->device);
++ }
+ }
+
+ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
+@@ -1984,7 +2001,7 @@
+ 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);
+ }
+
+@@ -2018,7 +2035,7 @@
+ 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)
+@@ -2417,6 +2434,53 @@
+ 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_buffer_heap_element *elem)
++{
++ 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 = elem;
++
++ 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;
+@@ -2477,6 +2541,7 @@
+ /* 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,
+ };
+
+ static BOOL wined3d_cs_st_check_space(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id)
+diff -r -u --new-file a/dlls/wined3d/device.c b/dlls/wined3d/device.c
+--- a/dlls/wined3d/device.c 2018-03-28 23:58:00.031899927 +0200
++++ b/dlls/wined3d/device.c 2018-03-28 23:33:09.909291883 +0200
+@@ -840,6 +840,66 @@
+ device->null_sampler = NULL;
+ }
+
++/* Context activation is done by the caller. */
++static void create_buffer_heap(struct wined3d_device *device, struct wined3d_context *context)
++{
++ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
++ BOOL use_pba = FALSE;
++ char *env_pba_disable;
++
++ if (!gl_info->supported[ARB_BUFFER_STORAGE])
++ {
++ FIXME("Not using PBA, ARB_buffer_storage unsupported.\n");
++ }
++ else if ((env_pba_disable = getenv("PBA_DISABLE")) && *env_pba_disable != '0')
++ {
++ FIXME("Not using PBA, envvar 'PBA_DISABLE' set.\n");
++ }
++ else
++ {
++ // TODO(acomminos): kill this magic number. perhaps base on vram.
++ GLsizeiptr geo_heap_size = 512 * 1024 * 1024;
++ // We choose a constant buffer size of 128MB, the same as NVIDIA claims to
++ // use in their Direct3D driver for discarded constant buffers.
++ GLsizeiptr cb_heap_size = 128 * 1024 * 1024;
++ GLint ub_alignment;
++ HRESULT hr;
++
++ gl_info->gl_ops.gl.p_glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &ub_alignment);
++
++ // Align constant buffer heap size, in case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT isn't a power of two (for some reason).
++ cb_heap_size -= cb_heap_size % ub_alignment;
++
++ if (FAILED(hr = wined3d_buffer_heap_create(context, geo_heap_size, 0, TRUE, &device->wo_buffer_heap)))
++ {
++ ERR("Failed to create write-only persistent buffer heap, hr %#x.\n", hr);
++ goto fail;
++ }
++
++ if (FAILED(hr = wined3d_buffer_heap_create(context, cb_heap_size, ub_alignment, TRUE, &device->cb_buffer_heap)))
++ {
++ ERR("Failed to create persistent buffer heap for constant buffers, hr %#x.\n", hr);
++ goto fail;
++ }
++
++ FIXME("Initialized PBA (geo_heap_size: %ld, cb_heap_size: %ld, ub_align: %d)\n", geo_heap_size, cb_heap_size, ub_alignment);
++
++ use_pba = TRUE;
++ }
++fail:
++ device->use_pba = use_pba;
++}
++
++/* Context activation is done by the caller. */
++static void destroy_buffer_heap(struct wined3d_device *device, struct wined3d_context *context)
++{
++ if (device->wo_buffer_heap)
++ wined3d_buffer_heap_destroy(device->wo_buffer_heap, context);
++
++ if (device->cb_buffer_heap)
++ wined3d_buffer_heap_destroy(device->cb_buffer_heap, context);
++}
++
+ static LONG fullscreen_style(LONG style)
+ {
+ /* Make sure the window is managed, otherwise we won't get keyboard input. */
+@@ -1004,6 +1064,7 @@
+ device->shader_backend->shader_free_private(device);
+ destroy_dummy_textures(device, context);
+ destroy_default_samplers(device, context);
++ destroy_buffer_heap(device, context);
+ context_release(context);
+
+ while (device->context_count)
+@@ -1052,6 +1113,7 @@
+ context = context_acquire(device, target, 0);
+ create_dummy_textures(device, context);
+ create_default_samplers(device, context);
++ create_buffer_heap(device, context);
+ context_release(context);
+ }
+
+diff -r -u --new-file a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
+--- a/dlls/wined3d/directx.c 2018-03-28 23:58:00.062899878 +0200
++++ b/dlls/wined3d/directx.c 2018-03-28 23:37:33.887751410 +0200
+@@ -111,6 +111,7 @@
+ /* ARB */
+ {"GL_ARB_base_instance", ARB_BASE_INSTANCE },
+ {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
++ {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
+ {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
+ {"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
+ {"GL_ARB_clip_control", ARB_CLIP_CONTROL },
+@@ -148,6 +149,7 @@
+ {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
+ {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
+ {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
++ {"GL_ARB_multi_bind", ARB_MULTI_BIND },
+ {"GL_ARB_multisample", ARB_MULTISAMPLE },
+ {"GL_ARB_multitexture", ARB_MULTITEXTURE },
+ {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
+@@ -944,6 +946,13 @@
+ return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx);
+ }
+
++static BOOL match_mesa(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
++ const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
++ enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
++{
++ return gl_vendor == GL_VENDOR_MESA;
++}
++
+ static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
+ {
+ /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
+@@ -1081,6 +1090,13 @@
+ }
+ }
+
++static void quirk_use_client_storage_bit(struct wined3d_gl_info *gl_info)
++{
++ // Using ARB_buffer_storage on Mesa requires the GL_CLIENT_STORAGE_BIT to be
++ // set to use GTT for immutable buffers on radeon (see PIPE_USAGE_STREAM).
++ gl_info->quirks |= WINED3D_QUIRK_USE_CLIENT_STORAGE_BIT;
++}
++
+ struct driver_quirk
+ {
+ BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
+@@ -1177,6 +1193,11 @@
+ quirk_broken_viewport_subpixel_bits,
+ "Nvidia viewport subpixel bits bug"
+ },
++ {
++ match_mesa,
++ quirk_use_client_storage_bit,
++ "Use GL_CLIENT_STORAGE_BIT for persistent buffers on mesa",
++ },
+ };
+
+ /* Certain applications (Steam) complain if we report an outdated driver version. In general,
+@@ -2713,6 +2734,8 @@
+ /* GL_ARB_blend_func_extended */
+ USE_GL_FUNC(glBindFragDataLocationIndexed)
+ USE_GL_FUNC(glGetFragDataIndex)
++ /* GL_ARB_buffer_storage */
++ USE_GL_FUNC(glBufferStorage)
+ /* GL_ARB_clear_buffer_object */
+ USE_GL_FUNC(glClearBufferData)
+ USE_GL_FUNC(glClearBufferSubData)
+@@ -2792,6 +2815,8 @@
+ /* GL_ARB_map_buffer_range */
+ USE_GL_FUNC(glFlushMappedBufferRange)
+ USE_GL_FUNC(glMapBufferRange)
++ /* GL_ARB_multi_bind */
++ USE_GL_FUNC(glBindBuffersRange)
+ /* GL_ARB_multisample */
+ USE_GL_FUNC(glSampleCoverageARB)
+ /* GL_ARB_multitexture */
+@@ -3951,6 +3976,7 @@
+ {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
+
+ {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
++ {ARB_MULTI_BIND, MAKEDWORD_VERSION(4, 4)},
+
+ {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
+ {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
+diff -r -u --new-file a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in
+--- a/dlls/wined3d/Makefile.in 2018-03-28 23:57:51.270913815 +0200
++++ b/dlls/wined3d/Makefile.in 2018-03-28 21:23:02.867794542 +0200
+@@ -6,6 +6,7 @@
+ arb_program_shader.c \
+ ati_fragment_shader.c \
+ buffer.c \
++ buffer_heap.c \
+ context.c \
+ cs.c \
+ device.c \
+diff -r -u --new-file a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
+--- a/dlls/wined3d/resource.c 2018-03-28 23:57:59.708900439 +0200
++++ b/dlls/wined3d/resource.c 2018-03-28 22:54:16.100016102 +0200
+@@ -340,6 +340,7 @@
+ 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);
+
+@@ -362,9 +363,14 @@
+ }
+
+ flags = wined3d_resource_sanitise_map_flags(resource, flags);
+- wined3d_resource_wait_idle(resource);
+-
+- return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags);
++ 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 hr;
+ }
+
+ HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx,
+@@ -379,7 +385,12 @@
+ {
+ 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 -r -u --new-file a/dlls/wined3d/state.c b/dlls/wined3d/state.c
+--- a/dlls/wined3d/state.c 2018-03-28 23:57:59.808900281 +0200
++++ b/dlls/wined3d/state.c 2018-03-28 23:06:47.167455200 +0200
+@@ -4797,7 +4797,11 @@
+ 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));
+ }
+ }
+
+@@ -4863,6 +4867,7 @@
+ 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);
+
+@@ -4872,10 +4877,49 @@
+ shader_type = WINED3D_SHADER_TYPE_COMPUTE;
+
+ wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
+- for (i = 0; i < count; ++i)
++
++ if (gl_info->supported[ARB_MULTI_BIND])
++ {
++ GLuint buffer_objects[count];
++ GLsizeiptr buffer_offsets[count];
++ GLsizeiptr buffer_sizes[count];
++
++ for (i = 0; i < count; ++i)
++ {
++ buffer = state->cb[shader_type][i];
++ if (buffer)
++ {
++ wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations);
++ buffer_objects[i] = bo_addr.buffer_object;
++ buffer_offsets[i] = bo_addr.addr;
++ buffer_sizes[i] = bo_addr.length;
++ }
++ else
++ {
++ buffer_objects[i] = buffer_offsets[i] = 0;
++ // The ARB_multi_bind spec states that an error may be thrown if
++ // `size` is less than or equal to zero, Thus, we specify a size for
++ // unused buffers anyway.
++ buffer_sizes[i] = 1;
++ }
++ }
++ GL_EXTCALL(glBindBuffersRange(GL_UNIFORM_BUFFER, base, count, buffer_objects, buffer_offsets, buffer_sizes));
++ }
++ else
+ {
+- buffer = state->cb[shader_type][i];
+- GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
++ for (i = 0; i < count; ++i)
++ {
++ buffer = state->cb[shader_type][i];
++ 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 -r -u --new-file a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
+--- a/dlls/wined3d/texture.c 2018-03-28 23:57:59.729900406 +0200
++++ b/dlls/wined3d/texture.c 2018-03-28 22:58:49.906449411 +0200
+@@ -2096,6 +2096,12 @@
+ 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;
+ struct wined3d_device *device = resource->device;
+@@ -2256,6 +2262,11 @@
+
+ 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;
+ struct wined3d_context *context = NULL;
+@@ -2307,6 +2318,8 @@
+ 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,
+ };
+
+ /* Context activation is done by the caller. */
+diff -r -u --new-file a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
+--- a/dlls/wined3d/utils.c 2018-03-28 23:57:59.981900006 +0200
++++ b/dlls/wined3d/utils.c 2018-03-28 22:59:19.628387862 +0200
+@@ -6368,6 +6368,7 @@
+ 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 -r -u --new-file a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
+--- a/dlls/wined3d/wined3d_gl.h 2018-03-28 23:57:59.555900682 +0200
++++ b/dlls/wined3d/wined3d_gl.h 2018-03-28 23:07:20.628395936 +0200
+@@ -44,6 +44,7 @@
+ /* ARB */
+ ARB_BASE_INSTANCE,
+ ARB_BLEND_FUNC_EXTENDED,
++ ARB_BUFFER_STORAGE,
+ ARB_CLEAR_BUFFER_OBJECT,
+ ARB_CLEAR_TEXTURE,
+ ARB_CLIP_CONTROL,
+@@ -81,6 +82,7 @@
+ ARB_INTERNALFORMAT_QUERY2,
+ ARB_MAP_BUFFER_ALIGNMENT,
+ ARB_MAP_BUFFER_RANGE,
++ ARB_MULTI_BIND,
+ ARB_MULTISAMPLE,
+ ARB_MULTITEXTURE,
+ ARB_OCCLUSION_QUERY,
+diff -r -u --new-file a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
+--- a/dlls/wined3d/wined3d_private.h 2018-03-28 23:58:00.048899900 +0200
++++ b/dlls/wined3d/wined3d_private.h 2018-03-28 23:37:57.861715709 +0200
+@@ -75,6 +75,7 @@
+ #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
+ #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
+ #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
++#define WINED3D_QUIRK_USE_CLIENT_STORAGE_BIT 0x00000400
+
+ enum wined3d_ffp_idx
+ {
+@@ -1470,6 +1471,7 @@
+ {
+ GLuint buffer_object;
+ BYTE *addr;
++ GLsizeiptr length;
+ };
+
+ struct wined3d_const_bo_address
+@@ -2929,7 +2931,8 @@
+ BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
+ BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
+ BYTE filter_messages : 1;
+- BYTE padding : 3;
++ BYTE use_pba : 1; /* A flag to use the persistent buffer allocator for dynamic buffers. */
++ BYTE padding : 2;
+
+ unsigned char surface_alignment; /* Line Alignment of surfaces */
+
+@@ -2980,6 +2983,10 @@
+ /* Context management */
+ struct wined3d_context **contexts;
+ UINT context_count;
++
++ /* Dynamic buffer heap */
++ struct wined3d_buffer_heap *wo_buffer_heap;
++ struct wined3d_buffer_heap *cb_buffer_heap;
+ };
+
+ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
+@@ -3021,6 +3028,9 @@
+ 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
+@@ -3324,6 +3334,7 @@
+ #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;
+
+@@ -3480,6 +3491,25 @@
+ DWORD flags) DECLSPEC_HIDDEN;
+ void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
+
++struct wined3d_map_range
++{
++ GLintptr offset;
++ GLsizeiptr size;
++};
++
++struct wined3d_buffer_heap_element
++{
++ struct wined3d_map_range range;
++
++ // rbtree data
++ struct wine_rb_entry entry;
++
++ // Binned free list positions
++ struct wined3d_buffer_heap_element *next;
++ struct wined3d_buffer_heap_element *prev;
++};
++
++
+ enum wined3d_cs_queue_id
+ {
+ WINED3D_CS_QUEUE_DEFAULT = 0,
+@@ -3624,6 +3654,7 @@
+ 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_buffer_heap_element *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,
+@@ -3657,12 +3688,61 @@
+ CONV_POSITIONT,
+ };
+
+-struct wined3d_map_range
+-{
+- UINT offset;
+- UINT size;
++struct wined3d_buffer_heap_fenced_element;
++
++// Number of power-of-two buckets to populate.
++#define WINED3D_BUFFER_HEAP_BINS 32
++
++struct wined3d_buffer_heap_bin
++ {
++ struct wined3d_buffer_heap_element *head;
++ struct wined3d_buffer_heap_element *tail;
+ };
+
++struct wined3d_buffer_heap_bin_set
++{
++ struct wined3d_buffer_heap_bin bins[WINED3D_BUFFER_HEAP_BINS];
++ };
++
++// A heap that manages allocations with a single GL buffer.
++struct wined3d_buffer_heap
++{
++ GLuint buffer_object;
++ void *map_ptr;
++ GLsizeiptr alignment;
++ CRITICAL_SECTION temp_lock; // Temporary lock while we implement the fenced free list.
++
++ struct wined3d_buffer_heap_bin_set free_list;
++
++ // Elements that need to be fenced, but haven't reached the required size.
++ struct wined3d_buffer_heap_bin_set pending_fenced_bins;
++
++ // List of sets of buffers behind a common fence, in FIFO order.
++ struct wined3d_buffer_heap_fenced_element *fenced_head;
++ struct wined3d_buffer_heap_fenced_element *fenced_tail;
++};
++
++HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr size, GLsizeiptr alignment, BOOL write_only, struct wined3d_buffer_heap **heap) DECLSPEC_HIDDEN;
++HRESULT wined3d_buffer_heap_destroy(struct wined3d_buffer_heap *heap, struct wined3d_context *context) DECLSPEC_HIDDEN;
++// Fetches a buffer from the heap of at least the given size.
++// Attempts to coalesce blocks under memory pressure.
++HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_buffer_heap_element** out_elem) DECLSPEC_HIDDEN;
++// Immediately frees a heap-allocated buffer segment.
++HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem) DECLSPEC_HIDDEN;
++// Enqueues a buffer segment to return to the heap once its fence has been signaled.
++HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_buffer_heap_element *elem) DECLSPEC_HIDDEN;
++// Issues a fence for the current set of pending fenced buffers.
++// Double-buffered: if the last fence issued has not yet been triggered, waits
++// on it.
++HRESULT wined3d_buffer_heap_cs_fence_issue(struct wined3d_buffer_heap *heap, struct wined3d_device *device) DECLSPEC_HIDDEN;
++// Waits on the next issued fence in FIFO order. Frees the fenced buffers after
++// the fence has been triggered.
++HRESULT wined3d_buffer_heap_cs_fence_wait(struct wined3d_buffer_heap *heap, struct wined3d_device *device) DECLSPEC_HIDDEN;
++// Performs deferred coalescing of buffers. To be called under memory pressure.
++// Outputs the number of coalesced regions in `num_coalesced`.
++HRESULT wined3d_buffer_heap_deferred_coalesce(struct wined3d_buffer_heap *heap, int *num_coalesced) DECLSPEC_HIDDEN;
++
++
+ struct wined3d_buffer
+ {
+ struct wined3d_resource resource;
+@@ -3687,6 +3767,11 @@
+ 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_buffer_heap_element *cs_persistent_map;
++ struct wined3d_buffer_heap_element *mt_persistent_map;
+ };
+
+ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)