Sweden-Number/dlls/ddraw/vertexbuffer.c

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/* Direct3D Vertex Buffer
* Copyright (c) 2002 Lionel ULMER
2008-10-18 19:19:45 +02:00
* Copyright (c) 2006 Stefan DÖSINGER
*
* This file contains the implementation of Direct3DVertexBuffer COM object
*
* 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/debug.h"
#include <assert.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "wingdi.h"
#include "wine/exception.h"
#include "ddraw.h"
#include "d3d.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
WINE_DECLARE_DEBUG_CHANNEL(ddraw_thunk);
/*****************************************************************************
* IUnknown Methods
*****************************************************************************/
/*****************************************************************************
* IDirect3DVertexBuffer7::QueryInterface
*
* The QueryInterface Method for Vertex Buffers
* For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
*
* Params
* riid: Queryied Interface id
* obj: Address to return the interface pointer
*
* Returns:
* S_OK on success
* E_NOINTERFACE if the interface wasn't found
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface,
REFIID riid,
void **obj)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), obj);
/* By default, set the object pointer to NULL */
*obj = NULL;
if ( IsEqualGUID( &IID_IUnknown, riid ) )
{
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IUnknown_AddRef(iface);
*obj = iface;
TRACE(" Creating IUnknown interface at %p.\n", *obj);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
{
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IUnknown_AddRef(iface);
*obj = &This->IDirect3DVertexBuffer_vtbl;
TRACE(" Creating IDirect3DVertexBuffer interface %p\n", *obj);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
{
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IUnknown_AddRef(iface);
*obj = iface;
TRACE(" Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
return S_OK;
}
FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
return E_NOINTERFACE;
}
static HRESULT WINAPI
Thunk_IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface,
REFIID riid,
void **obj)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
TRACE_(ddraw_thunk)("(%p)->(%s,%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, debugstr_guid(riid), obj);
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return IDirect3DVertexBuffer7_QueryInterface((IDirect3DVertexBuffer7 *)This, riid, obj);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::AddRef
*
* AddRef for Vertex Buffers
*
* Returns:
* The new refcount
*
*****************************************************************************/
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static ULONG WINAPI
IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p/%p)->() incrementing from %u.\n", This, iface, ref - 1);
return ref;
}
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static ULONG WINAPI
Thunk_IDirect3DVertexBufferImpl_1_AddRef(IDirect3DVertexBuffer *iface)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This);
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return IDirect3DVertexBuffer7_AddRef((IDirect3DVertexBuffer7 *)This);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Release
*
* Release for Vertex Buffers
*
* Returns:
* The new refcount
*
*****************************************************************************/
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static ULONG WINAPI
IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
if (ref == 0)
{
IWineD3DVertexBuffer *curVB = NULL;
UINT offset, stride;
EnterCriticalSection(&ddraw_cs);
/* D3D7 Vertex buffers don't stay bound in the device, they are passed as a parameter
* to drawPrimitiveVB. DrawPrimitiveVB sets them as the stream source in wined3d,
* and they should get unset there before they are destroyed
*/
IWineD3DDevice_GetStreamSource(This->ddraw->wineD3DDevice,
0 /* Stream number */,
&curVB,
&offset,
&stride);
if(curVB == This->wineD3DVertexBuffer)
{
IWineD3DDevice_SetStreamSource(This->ddraw->wineD3DDevice,
0 /* Steam number */,
NULL /* stream data */,
0 /* Offset */,
0 /* stride */);
}
if(curVB)
{
IWineD3DVertexBuffer_Release(curVB); /* For the GetStreamSource */
}
IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
IWineD3DVertexBuffer_Release(This->wineD3DVertexBuffer);
LeaveCriticalSection(&ddraw_cs);
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return ref;
}
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static ULONG WINAPI
Thunk_IDirect3DVertexBufferImpl_1_Release(IDirect3DVertexBuffer *iface)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This);
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return IDirect3DVertexBuffer7_Release((IDirect3DVertexBuffer7 *)This);
}
/*****************************************************************************
* IDirect3DVertexBuffer Methods
*****************************************************************************/
/*****************************************************************************
* IDirect3DVertexBuffer7::Lock
*
* Locks the vertex buffer and returns a pointer to the vertex data
* Locking vertex buffers is similar to locking surfaces, because Windows
* uses surfaces to store vertex data internally (According to the DX sdk)
*
* Params:
* Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
* DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
* Data: Returns a pointer to the vertex data
* Size: Returns the size of the buffer if not NULL
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
* D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
DWORD Flags,
void **Data,
DWORD *Size)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
WINED3DVERTEXBUFFER_DESC Desc;
HRESULT hr;
TRACE("(%p)->(%08x,%p,%p)\n", This, Flags, Data, Size);
EnterCriticalSection(&ddraw_cs);
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if(Size)
{
/* Get the size, for returning it, and for locking */
hr = IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer,
&Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
*Size = Desc.Size;
}
hr = IWineD3DVertexBuffer_Lock(This->wineD3DVertexBuffer,
0 /* OffsetToLock */,
0 /* SizeToLock, 0 == Full lock */,
(BYTE **) Data,
Flags);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
static HRESULT WINAPI
Thunk_IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface,
DWORD Flags,
void **Data,
DWORD *Size)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
TRACE_(ddraw_thunk)("(%p)->(%08x,%p,%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, Flags, Data, Size);
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return IDirect3DVertexBuffer7_Lock((IDirect3DVertexBuffer7 *)This, Flags, Data, Size);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Unlock
*
* Unlocks a vertex Buffer
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
HRESULT hr;
TRACE("(%p)->()\n", This);
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DVertexBuffer_Unlock(This->wineD3DVertexBuffer);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
static HRESULT WINAPI
Thunk_IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This);
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return IDirect3DVertexBuffer7_Unlock((IDirect3DVertexBuffer7 *)This);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::ProcessVertices
*
* Processes untransformed Vertices into a transformed or optimized vertex
* buffer. It can also perform other operations, such as lighting or clipping
*
* Params
* VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
* DestIndex: Index in the destination buffer(This), where the vertices are
* placed
* Count: Number of Vertices in the Source buffer to process
* SrcBuffer: Source vertex buffer
* SrcIndex: Index of the first vertex in the src buffer to process
* D3DDevice: Device to use for transformation
* Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
* unchaned vertices
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
DWORD VertexOp,
DWORD DestIndex,
DWORD Count,
IDirect3DVertexBuffer7 *SrcBuffer,
DWORD SrcIndex,
IDirect3DDevice7 *D3DDevice,
DWORD Flags)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer;
IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
BOOL oldClip, doClip;
HRESULT hr;
WINED3DVERTEXBUFFER_DESC Desc;
TRACE("(%p)->(%08x,%d,%d,%p,%d,%p,%08x)\n", This, VertexOp, DestIndex, Count, Src, SrcIndex, D3D, Flags);
/* Vertex operations:
* D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
* in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
* D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
* D3DVOP_LIGHT: Lights the vertices
* D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
*
* WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
* are not implemented. Clipping is disabled ATM, because of unsure conditions.
*/
if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;
EnterCriticalSection(&ddraw_cs);
/* WineD3D doesn't know d3d7 vertex operation, it uses
* render states instead. Set the render states according to
* the vertex ops
*/
doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
IWineD3DDevice_GetRenderState(D3D->wineD3DDevice,
WINED3DRS_CLIPPING,
(DWORD *) &oldClip);
if(doClip != oldClip)
{
IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
WINED3DRS_CLIPPING,
doClip);
}
IWineD3DVertexBuffer_GetDesc(Src->wineD3DVertexBuffer,
&Desc);
IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
0, /* Stream No */
Src->wineD3DVertexBuffer,
0, /* Offset */
get_flexible_vertex_size(Desc.FVF));
IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice,
Src->wineD3DVertexDeclaration);
hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice,
SrcIndex,
DestIndex,
Count,
This->wineD3DVertexBuffer,
NULL /* Output vdecl */,
Flags);
/* Restore the states if needed */
if(doClip != oldClip)
IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
WINED3DRS_CLIPPING,
oldClip);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
static HRESULT WINAPI
Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface,
DWORD VertexOp,
DWORD DestIndex,
DWORD Count,
IDirect3DVertexBuffer *SrcBuffer,
DWORD SrcIndex,
IDirect3DDevice3 *D3DDevice,
DWORD Flags)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
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IDirect3DVertexBufferImpl *Src = SrcBuffer ? vb_from_vb1(SrcBuffer) : NULL;
IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%08x,%p,%08x,%p,%08x) thunking to IDirect3DVertexBuffer7 interface.\n", This, VertexOp, DestIndex, Count, Src, SrcIndex, D3D, Flags);
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return IDirect3DVertexBuffer7_ProcessVertices((IDirect3DVertexBuffer7 *)This, VertexOp, DestIndex,
Count, (IDirect3DVertexBuffer7 *)Src, SrcIndex, (IDirect3DDevice7 *)D3D, Flags);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::GetVertexBufferDesc
*
* Returns the description of a vertex buffer
*
* Params:
* Desc: Address to write the description to
*
* Returns
* DDERR_INVALIDPARAMS if Desc is NULL
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
D3DVERTEXBUFFERDESC *Desc)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
WINED3DVERTEXBUFFER_DESC WDesc;
HRESULT hr;
TRACE("(%p)->(%p)\n", This, Desc);
if(!Desc) return DDERR_INVALIDPARAMS;
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer,
&WDesc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
/* Now fill the Desc structure */
Desc->dwCaps = This->Caps;
Desc->dwFVF = WDesc.FVF;
Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(WDesc.FVF);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface,
D3DVERTEXBUFFERDESC *Desc)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, Desc);
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return IDirect3DVertexBuffer7_GetVertexBufferDesc((IDirect3DVertexBuffer7 *)This, Desc);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Optimize
*
* Converts an unoptimized vertex buffer into an optimized buffer
*
* Params:
* D3DDevice: Device for which this buffer is optimized
* Flags: Not used, should be set to 0
*
* Returns
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface,
IDirect3DDevice7 *D3DDevice,
DWORD Flags)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
static BOOL hide = FALSE;
if (!hide)
{
FIXME("(%p)->(%p,%08x): stub!\n", This, D3D, Flags);
hide = TRUE;
}
/* We could forward this call to WineD3D and take advantage
* of it once we use OpenGL vertex buffers
*/
EnterCriticalSection(&ddraw_cs);
This->Caps |= D3DVBCAPS_OPTIMIZED;
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface,
IDirect3DDevice3 *D3DDevice,
DWORD Flags)
{
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IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
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IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
TRACE_(ddraw_thunk)("(%p)->(%p,%08x) thunking to IDirect3DVertexBuffer7 interface.\n", This, D3D, Flags);
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return IDirect3DVertexBuffer7_Optimize((IDirect3DVertexBuffer7 *)This, (IDirect3DDevice7 *)D3D, Flags);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::ProcessVerticesStrided
*
* This method processes untransformed strided vertices into a processed
* or optimized vertex buffer.
*
* For more details on the parameters, see
* IDirect3DVertexBuffer7::ProcessVertices
*
* Params:
* VertexOp: Operations to perform
* DestIndex: Destination index to write the vertices to
* Count: Number of input vertices
* StrideData: Array containing the input vertices
* VertexTypeDesc: Vertex Description or source index?????????
* D3DDevice: IDirect3DDevice7 to use for processing
* Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
*
* Returns
* D3D_OK on success, or DDERR_*
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
DWORD VertexOp,
DWORD DestIndex,
DWORD Count,
D3DDRAWPRIMITIVESTRIDEDDATA *StrideData,
DWORD VertexTypeDesc,
IDirect3DDevice7 *D3DDevice,
DWORD Flags)
{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
FIXME("(%p)->(%08x,%08x,%08x,%p,%08x,%p,%08x): stub!\n", This, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3D, Flags);
return DD_OK;
}
/*****************************************************************************
* The VTables
*****************************************************************************/
const IDirect3DVertexBuffer7Vtbl IDirect3DVertexBuffer7_Vtbl =
{
/*** IUnknown Methods ***/
IDirect3DVertexBufferImpl_QueryInterface,
IDirect3DVertexBufferImpl_AddRef,
IDirect3DVertexBufferImpl_Release,
/*** IDirect3DVertexBuffer Methods ***/
IDirect3DVertexBufferImpl_Lock,
IDirect3DVertexBufferImpl_Unlock,
IDirect3DVertexBufferImpl_ProcessVertices,
IDirect3DVertexBufferImpl_GetVertexBufferDesc,
IDirect3DVertexBufferImpl_Optimize,
/*** IDirect3DVertexBuffer7 Methods ***/
IDirect3DVertexBufferImpl_ProcessVerticesStrided
};
const IDirect3DVertexBufferVtbl IDirect3DVertexBuffer1_Vtbl =
{
/*** IUnknown Methods ***/
Thunk_IDirect3DVertexBufferImpl_1_QueryInterface,
Thunk_IDirect3DVertexBufferImpl_1_AddRef,
Thunk_IDirect3DVertexBufferImpl_1_Release,
/*** IDirect3DVertexBuffer Methods ***/
Thunk_IDirect3DVertexBufferImpl_1_Lock,
Thunk_IDirect3DVertexBufferImpl_1_Unlock,
Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices,
Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc,
Thunk_IDirect3DVertexBufferImpl_1_Optimize
};