Sweden-Number/dlls/d3d9/vertexbuffer.c

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/*
* IDirect3DVertexBuffer9 implementation
*
* Copyright 2002-2004 Jason Edmeades
* Raphael Junqueira
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "d3d9_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* IDirect3DVertexBuffer9 IUnknown parts follow: */
HRESULT WINAPI IDirect3DVertexBuffer9Impl_QueryInterface(LPDIRECT3DVERTEXBUFFER9 iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource9)
|| IsEqualGUID(riid, &IID_IDirect3DVertexBuffer9)) {
IDirect3DVertexBuffer9Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DVertexBuffer9Impl_AddRef(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DVertexBuffer9Impl_Release(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3DVertexBuffer_Release(This->wineD3DVertexBuffer);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DVertexBuffer9 IDirect3DResource9 Interface follow: */
HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDevice(LPDIRECT3DVERTEXBUFFER9 iface, IDirect3DDevice9** ppDevice) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice);
}
HRESULT WINAPI IDirect3DVertexBuffer9Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_SetPrivateData(This->wineD3DVertexBuffer, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_GetPrivateData(This->wineD3DVertexBuffer, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IDirect3DVertexBuffer9Impl_FreePrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_FreePrivateData(This->wineD3DVertexBuffer, refguid);
}
DWORD WINAPI IDirect3DVertexBuffer9Impl_SetPriority(LPDIRECT3DVERTEXBUFFER9 iface, DWORD PriorityNew) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_SetPriority(This->wineD3DVertexBuffer, PriorityNew);
}
DWORD WINAPI IDirect3DVertexBuffer9Impl_GetPriority(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_GetPriority(This->wineD3DVertexBuffer);
}
void WINAPI IDirect3DVertexBuffer9Impl_PreLoad(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
IWineD3DVertexBuffer_PreLoad(This->wineD3DVertexBuffer);
return ;
}
D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer9Impl_GetType(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_GetType(This->wineD3DVertexBuffer);
}
/* IDirect3DVertexBuffer9 Interface follow: */
HRESULT WINAPI IDirect3DVertexBuffer9Impl_Lock(LPDIRECT3DVERTEXBUFFER9 iface, UINT OffsetToLock, UINT SizeToLock, void** ppbData, DWORD Flags) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_Lock(This->wineD3DVertexBuffer, OffsetToLock, SizeToLock, (BYTE **)ppbData, Flags);
}
HRESULT WINAPI IDirect3DVertexBuffer9Impl_Unlock(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_Unlock(This->wineD3DVertexBuffer);
}
HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 iface, D3DVERTEXBUFFER_DESC* pDesc) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
return IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer, pDesc);
}
IDirect3DVertexBuffer9Vtbl Direct3DVertexBuffer9_Vtbl =
{
IDirect3DVertexBuffer9Impl_QueryInterface,
IDirect3DVertexBuffer9Impl_AddRef,
IDirect3DVertexBuffer9Impl_Release,
IDirect3DVertexBuffer9Impl_GetDevice,
IDirect3DVertexBuffer9Impl_SetPrivateData,
IDirect3DVertexBuffer9Impl_GetPrivateData,
IDirect3DVertexBuffer9Impl_FreePrivateData,
IDirect3DVertexBuffer9Impl_SetPriority,
IDirect3DVertexBuffer9Impl_GetPriority,
IDirect3DVertexBuffer9Impl_PreLoad,
IDirect3DVertexBuffer9Impl_GetType,
IDirect3DVertexBuffer9Impl_Lock,
IDirect3DVertexBuffer9Impl_Unlock,
IDirect3DVertexBuffer9Impl_GetDesc
};
/* IDirect3DDevice9 IDirect3DVertexBuffer9 Methods follow: */
HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexBuffer(LPDIRECT3DDEVICE9 iface,
UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool,
IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) {
IDirect3DVertexBuffer9Impl *object;
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hrc = D3D_OK;
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer9Impl));
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*ppVertexBuffer = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DVertexBuffer9_Vtbl;
object->ref = 1;
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage, FVF, Pool, &(object->wineD3DVertexBuffer), pSharedHandle, (IUnknown *)object);
if (hrc != D3D_OK) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateVertexBuffer failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppVertexBuffer = NULL;
} else {
*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER9) object;
}
return hrc;
}