d3d8: Use resource mapping functions in d3d8_device_DrawPrimitiveUP().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2034,9 +2034,11 @@ static HRESULT WINAPI d3d8_device_DrawPrimitiveUP(IDirect3DDevice8 *iface,
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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HRESULT hr;
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HRESULT hr;
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UINT vtx_count = vertex_count_from_primitive_count(primitive_type, primitive_count);
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UINT vtx_count = vertex_count_from_primitive_count(primitive_type, primitive_count);
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struct wined3d_map_desc wined3d_map_desc;
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struct wined3d_box wined3d_box = {0};
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UINT size = vtx_count * stride;
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UINT size = vtx_count * stride;
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struct wined3d_resource *vb;
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UINT vb_pos, align;
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UINT vb_pos, align;
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BYTE *buffer_data;
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TRACE("iface %p, primitive_type %#x, primitive_count %u, data %p, stride %u.\n",
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TRACE("iface %p, primitive_type %#x, primitive_count %u, data %p, stride %u.\n",
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iface, primitive_type, primitive_count, data, stride);
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iface, primitive_type, primitive_count, data, stride);
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@ -2060,12 +2062,14 @@ static HRESULT WINAPI d3d8_device_DrawPrimitiveUP(IDirect3DDevice8 *iface,
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else
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else
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vb_pos += align;
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vb_pos += align;
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hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, size, &buffer_data,
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wined3d_box.left = vb_pos;
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vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
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wined3d_box.right = vb_pos + size;
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if (FAILED(hr))
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vb = wined3d_buffer_get_resource(device->vertex_buffer);
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if (FAILED(wined3d_resource_map(vb, 0, &wined3d_map_desc, &wined3d_box,
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vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD)))
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goto done;
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goto done;
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memcpy(buffer_data, data, size);
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memcpy(wined3d_map_desc.data, data, size);
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wined3d_buffer_unmap(device->vertex_buffer);
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wined3d_resource_unmap(vb, 0);
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device->vertex_buffer_pos = vb_pos + size;
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device->vertex_buffer_pos = vb_pos + size;
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hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, stride);
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hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, stride);
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