Sweden-Number/dlls/d3d8/buffer.c

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/*
* Copyright 2005 Oliver Stieber
*
* 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 "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
static inline struct d3d8_vertexbuffer *impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface)
{
return CONTAINING_RECORD(iface, struct d3d8_vertexbuffer, IDirect3DVertexBuffer8_iface);
}
static HRESULT WINAPI d3d8_vertexbuffer_QueryInterface(IDirect3DVertexBuffer8 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IDirect3DVertexBuffer8)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DVertexBuffer8_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d8_vertexbuffer_AddRef(IDirect3DVertexBuffer8 *iface)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
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ULONG refcount = InterlockedIncrement(&buffer->resource.refcount);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
if (refcount == 1)
{
IDirect3DDevice8_AddRef(buffer->parent_device);
wined3d_mutex_lock();
if (buffer->draw_buffer)
wined3d_buffer_incref(buffer->draw_buffer);
else
wined3d_buffer_incref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
}
return refcount;
}
static ULONG WINAPI d3d8_vertexbuffer_Release(IDirect3DVertexBuffer8 *iface)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
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ULONG refcount = InterlockedDecrement(&buffer->resource.refcount);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
struct wined3d_buffer *draw_buffer = buffer->draw_buffer;
IDirect3DDevice8 *device = buffer->parent_device;
wined3d_mutex_lock();
if (draw_buffer)
wined3d_buffer_decref(draw_buffer);
else
wined3d_buffer_decref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice8_Release(device);
}
return refcount;
}
static HRESULT WINAPI d3d8_vertexbuffer_GetDevice(IDirect3DVertexBuffer8 *iface,
IDirect3DDevice8 **device)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = buffer->parent_device;
IDirect3DDevice8_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
}
static HRESULT WINAPI d3d8_vertexbuffer_SetPrivateData(IDirect3DVertexBuffer8 *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n",
iface, debugstr_guid(guid), data, data_size, flags);
return d3d8_resource_set_private_data(&buffer->resource, guid, data, data_size, flags);
}
static HRESULT WINAPI d3d8_vertexbuffer_GetPrivateData(IDirect3DVertexBuffer8 *iface,
REFGUID guid, void *data, DWORD *data_size)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
TRACE("iface %p, guid %s, data %p, data_size %p.\n",
iface, debugstr_guid(guid), data, data_size);
return d3d8_resource_get_private_data(&buffer->resource, guid, data, data_size);
}
static HRESULT WINAPI d3d8_vertexbuffer_FreePrivateData(IDirect3DVertexBuffer8 *iface, REFGUID guid)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid));
return d3d8_resource_free_private_data(&buffer->resource, guid);
}
static DWORD WINAPI d3d8_vertexbuffer_SetPriority(IDirect3DVertexBuffer8 *iface, DWORD priority)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
struct wined3d_resource *resource;
DWORD previous;
TRACE("iface %p, priority %u.\n", iface, priority);
wined3d_mutex_lock();
resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
previous = wined3d_resource_set_priority(resource, priority);
wined3d_mutex_unlock();
return previous;
}
static DWORD WINAPI d3d8_vertexbuffer_GetPriority(IDirect3DVertexBuffer8 *iface)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
const struct wined3d_resource *resource;
DWORD priority;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
priority = wined3d_resource_get_priority(resource);
wined3d_mutex_unlock();
return priority;
}
static void WINAPI d3d8_vertexbuffer_PreLoad(IDirect3DVertexBuffer8 *iface)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_resource_preload(wined3d_buffer_get_resource(buffer->wined3d_buffer));
wined3d_mutex_unlock();
}
static D3DRESOURCETYPE WINAPI d3d8_vertexbuffer_GetType(IDirect3DVertexBuffer8 *iface)
{
TRACE("iface %p.\n", iface);
return D3DRTYPE_VERTEXBUFFER;
}
static HRESULT WINAPI d3d8_vertexbuffer_Lock(IDirect3DVertexBuffer8 *iface, UINT offset, UINT size,
BYTE **data, DWORD flags)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
struct wined3d_resource *wined3d_resource;
struct wined3d_map_desc wined3d_map_desc;
struct wined3d_box wined3d_box = {0};
HRESULT hr;
TRACE("iface %p, offset %u, size %u, data %p, flags %#x.\n",
iface, offset, size, data, flags);
wined3d_box.left = offset;
wined3d_box.right = offset + size;
wined3d_mutex_lock();
wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
hr = wined3d_resource_map(wined3d_resource, 0, &wined3d_map_desc, &wined3d_box,
wined3dmapflags_from_d3dmapflags(flags, buffer->usage));
wined3d_mutex_unlock();
*data = wined3d_map_desc.data;
return hr;
}
static HRESULT WINAPI d3d8_vertexbuffer_Unlock(IDirect3DVertexBuffer8 *iface)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_vertexbuffer_GetDesc(IDirect3DVertexBuffer8 *iface,
D3DVERTEXBUFFER_DESC *desc)
{
struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);
struct wined3d_resource_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
TRACE("iface %p, desc %p.\n", iface, desc);
wined3d_mutex_lock();
wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
wined3d_mutex_unlock();
desc->Format = D3DFMT_VERTEXDATA;
desc->Type = D3DRTYPE_VERTEXBUFFER;
desc->Usage = buffer->usage;
desc->Pool = d3dpool_from_wined3daccess(wined3d_desc.access, wined3d_desc.usage);
desc->Size = wined3d_desc.size;
desc->FVF = buffer->fvf;
return D3D_OK;
}
static const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl =
{
/* IUnknown */
d3d8_vertexbuffer_QueryInterface,
d3d8_vertexbuffer_AddRef,
d3d8_vertexbuffer_Release,
/* IDirect3DResource8 */
d3d8_vertexbuffer_GetDevice,
d3d8_vertexbuffer_SetPrivateData,
d3d8_vertexbuffer_GetPrivateData,
d3d8_vertexbuffer_FreePrivateData,
d3d8_vertexbuffer_SetPriority,
d3d8_vertexbuffer_GetPriority,
d3d8_vertexbuffer_PreLoad,
d3d8_vertexbuffer_GetType,
/* IDirect3DVertexBuffer8 */
d3d8_vertexbuffer_Lock,
d3d8_vertexbuffer_Unlock,
d3d8_vertexbuffer_GetDesc,
};
static void STDMETHODCALLTYPE d3d8_vertexbuffer_wined3d_object_destroyed(void *parent)
{
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struct d3d8_vertexbuffer *buffer = parent;
if (buffer->draw_buffer)
wined3d_buffer_decref(buffer->wined3d_buffer);
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d3d8_resource_cleanup(&buffer->resource);
heap_free(buffer);
}
static const struct wined3d_parent_ops d3d8_vertexbuffer_wined3d_parent_ops =
{
d3d8_vertexbuffer_wined3d_object_destroyed,
};
HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
UINT size, DWORD usage, DWORD fvf, D3DPOOL pool)
{
const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
struct wined3d_buffer_desc desc;
HRESULT hr;
if (pool == D3DPOOL_SCRATCH)
{
WARN("Vertex buffer with D3DPOOL_SCRATCH requested.\n");
return D3DERR_INVALIDCALL;
}
/* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
return D3DERR_INVALIDCALL;
buffer->IDirect3DVertexBuffer8_iface.lpVtbl = &Direct3DVertexBuffer8_Vtbl;
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d3d8_resource_init(&buffer->resource);
buffer->fvf = fvf;
buffer->usage = usage;
desc.byte_width = size;
desc.usage = usage & WINED3DUSAGE_MASK;
desc.bind_flags = 0;
desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
/* Buffers are always readable. */
if (pool != D3DPOOL_DEFAULT)
desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
{
desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
parent_ops = &d3d8_vertexbuffer_wined3d_parent_ops;
}
wined3d_mutex_lock();
hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
{
desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
&d3d8_vertexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
wined3d_buffer_decref(buffer->wined3d_buffer);
}
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
return hr;
}
buffer->parent_device = &device->IDirect3DDevice8_iface;
IDirect3DDevice8_AddRef(buffer->parent_device);
return D3D_OK;
}
struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &Direct3DVertexBuffer8_Vtbl);
return impl_from_IDirect3DVertexBuffer8(iface);
}
static inline struct d3d8_indexbuffer *impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface)
{
return CONTAINING_RECORD(iface, struct d3d8_indexbuffer, IDirect3DIndexBuffer8_iface);
}
static HRESULT WINAPI d3d8_indexbuffer_QueryInterface(IDirect3DIndexBuffer8 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IDirect3DIndexBuffer8)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DIndexBuffer8_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d8_indexbuffer_AddRef(IDirect3DIndexBuffer8 *iface)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
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ULONG refcount = InterlockedIncrement(&buffer->resource.refcount);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
if (refcount == 1)
{
IDirect3DDevice8_AddRef(buffer->parent_device);
wined3d_mutex_lock();
if (buffer->draw_buffer)
wined3d_buffer_incref(buffer->draw_buffer);
else
wined3d_buffer_incref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
}
return refcount;
}
static ULONG WINAPI d3d8_indexbuffer_Release(IDirect3DIndexBuffer8 *iface)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
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ULONG refcount = InterlockedDecrement(&buffer->resource.refcount);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
struct wined3d_buffer *draw_buffer = buffer->draw_buffer;
IDirect3DDevice8 *device = buffer->parent_device;
wined3d_mutex_lock();
if (draw_buffer)
wined3d_buffer_decref(draw_buffer);
else
wined3d_buffer_decref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice8_Release(device);
}
return refcount;
}
static HRESULT WINAPI d3d8_indexbuffer_GetDevice(IDirect3DIndexBuffer8 *iface,
IDirect3DDevice8 **device)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = buffer->parent_device;
IDirect3DDevice8_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
}
static HRESULT WINAPI d3d8_indexbuffer_SetPrivateData(IDirect3DIndexBuffer8 *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n",
iface, debugstr_guid(guid), data, data_size, flags);
return d3d8_resource_set_private_data(&buffer->resource, guid, data, data_size, flags);
}
static HRESULT WINAPI d3d8_indexbuffer_GetPrivateData(IDirect3DIndexBuffer8 *iface,
REFGUID guid, void *data, DWORD *data_size)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
TRACE("iface %p, guid %s, data %p, data_size %p.\n",
iface, debugstr_guid(guid), data, data_size);
return d3d8_resource_get_private_data(&buffer->resource, guid, data, data_size);
}
static HRESULT WINAPI d3d8_indexbuffer_FreePrivateData(IDirect3DIndexBuffer8 *iface, REFGUID guid)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid));
return d3d8_resource_free_private_data(&buffer->resource, guid);
}
static DWORD WINAPI d3d8_indexbuffer_SetPriority(IDirect3DIndexBuffer8 *iface, DWORD priority)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
struct wined3d_resource *resource;
DWORD previous;
TRACE("iface %p, priority %u.\n", iface, priority);
wined3d_mutex_lock();
resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
previous = wined3d_resource_set_priority(resource, priority);
wined3d_mutex_unlock();
return previous;
}
static DWORD WINAPI d3d8_indexbuffer_GetPriority(IDirect3DIndexBuffer8 *iface)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
const struct wined3d_resource *resource;
DWORD priority;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
priority = wined3d_resource_get_priority(resource);
wined3d_mutex_unlock();
return priority;
}
static void WINAPI d3d8_indexbuffer_PreLoad(IDirect3DIndexBuffer8 *iface)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_resource_preload(wined3d_buffer_get_resource(buffer->wined3d_buffer));
wined3d_mutex_unlock();
}
static D3DRESOURCETYPE WINAPI d3d8_indexbuffer_GetType(IDirect3DIndexBuffer8 *iface)
{
TRACE("iface %p.\n", iface);
return D3DRTYPE_INDEXBUFFER;
}
static HRESULT WINAPI d3d8_indexbuffer_Lock(IDirect3DIndexBuffer8 *iface, UINT offset, UINT size,
BYTE **data, DWORD flags)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
struct wined3d_resource *wined3d_resource;
struct wined3d_map_desc wined3d_map_desc;
struct wined3d_box wined3d_box = {0};
HRESULT hr;
TRACE("iface %p, offset %u, size %u, data %p, flags %#x.\n",
iface, offset, size, data, flags);
wined3d_box.left = offset;
wined3d_box.right = offset + size;
wined3d_mutex_lock();
wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
hr = wined3d_resource_map(wined3d_resource, 0, &wined3d_map_desc, &wined3d_box,
wined3dmapflags_from_d3dmapflags(flags, buffer->usage));
wined3d_mutex_unlock();
*data = wined3d_map_desc.data;
return hr;
}
static HRESULT WINAPI d3d8_indexbuffer_Unlock(IDirect3DIndexBuffer8 *iface)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_indexbuffer_GetDesc(IDirect3DIndexBuffer8 *iface,
D3DINDEXBUFFER_DESC *desc)
{
struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
struct wined3d_resource_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
TRACE("iface %p, desc %p.\n", iface, desc);
wined3d_mutex_lock();
wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
wined3d_mutex_unlock();
desc->Format = d3dformat_from_wined3dformat(buffer->format);
desc->Type = D3DRTYPE_INDEXBUFFER;
desc->Usage = buffer->usage;
desc->Pool = d3dpool_from_wined3daccess(wined3d_desc.access, wined3d_desc.usage);
desc->Size = wined3d_desc.size;
return D3D_OK;
}
static const IDirect3DIndexBuffer8Vtbl d3d8_indexbuffer_vtbl =
{
/* IUnknown */
d3d8_indexbuffer_QueryInterface,
d3d8_indexbuffer_AddRef,
d3d8_indexbuffer_Release,
/* IDirect3DResource8 */
d3d8_indexbuffer_GetDevice,
d3d8_indexbuffer_SetPrivateData,
d3d8_indexbuffer_GetPrivateData,
d3d8_indexbuffer_FreePrivateData,
d3d8_indexbuffer_SetPriority,
d3d8_indexbuffer_GetPriority,
d3d8_indexbuffer_PreLoad,
d3d8_indexbuffer_GetType,
/* IDirect3DIndexBuffer8 */
d3d8_indexbuffer_Lock,
d3d8_indexbuffer_Unlock,
d3d8_indexbuffer_GetDesc,
};
static void STDMETHODCALLTYPE d3d8_indexbuffer_wined3d_object_destroyed(void *parent)
{
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struct d3d8_indexbuffer *buffer = parent;
if (buffer->draw_buffer)
wined3d_buffer_decref(buffer->wined3d_buffer);
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d3d8_resource_cleanup(&buffer->resource);
heap_free(buffer);
}
static const struct wined3d_parent_ops d3d8_indexbuffer_wined3d_parent_ops =
{
d3d8_indexbuffer_wined3d_object_destroyed,
};
HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
struct wined3d_buffer_desc desc;
HRESULT hr;
if (pool == D3DPOOL_SCRATCH)
return D3DERR_INVALIDCALL;
/* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
return D3DERR_INVALIDCALL;
desc.byte_width = size;
desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
desc.bind_flags = 0;
desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
/* Buffers are always readable. */
if (pool != D3DPOOL_DEFAULT)
desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
{
desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
parent_ops = &d3d8_indexbuffer_wined3d_parent_ops;
}
buffer->IDirect3DIndexBuffer8_iface.lpVtbl = &d3d8_indexbuffer_vtbl;
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d3d8_resource_init(&buffer->resource);
buffer->format = wined3dformat_from_d3dformat(format);
buffer->usage = usage;
wined3d_mutex_lock();
hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
{
desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
&d3d8_indexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
wined3d_buffer_decref(buffer->wined3d_buffer);
}
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
return hr;
}
buffer->parent_device = &device->IDirect3DDevice8_iface;
IDirect3DDevice8_AddRef(buffer->parent_device);
return D3D_OK;
}
struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d8_indexbuffer_vtbl);
return impl_from_IDirect3DIndexBuffer8(iface);
}