ddraw: Use wined3d_buffer_create() in d3d_vertex_buffer_create_wined3d_buffer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -115,22 +115,24 @@ static ULONG WINAPI d3d_vertex_buffer7_Release(IDirect3DVertexBuffer7 *iface)
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static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer *buffer, BOOL dynamic,
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static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer *buffer, BOOL dynamic,
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struct wined3d_buffer **wined3d_buffer)
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struct wined3d_buffer **wined3d_buffer)
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{
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{
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DWORD usage = WINED3DUSAGE_STATICDECL;
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struct wined3d_buffer_desc desc;
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enum wined3d_pool pool;
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if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY)
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pool = WINED3D_POOL_SYSTEM_MEM;
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else
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pool = WINED3D_POOL_DEFAULT;
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desc.byte_width = buffer->size;
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desc.usage = WINED3DUSAGE_STATICDECL;
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if (buffer->Caps & D3DVBCAPS_WRITEONLY)
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if (buffer->Caps & D3DVBCAPS_WRITEONLY)
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usage |= WINED3DUSAGE_WRITEONLY;
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desc.usage |= WINED3DUSAGE_WRITEONLY;
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if (dynamic)
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if (dynamic)
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usage |= WINED3DUSAGE_DYNAMIC;
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desc.usage |= WINED3DUSAGE_DYNAMIC;
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desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
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if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY)
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desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
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else
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desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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return wined3d_buffer_create_vb(buffer->ddraw->wined3d_device,
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return wined3d_buffer_create(buffer->ddraw->wined3d_device, &desc,
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buffer->size, usage, pool, buffer, &ddraw_null_wined3d_parent_ops,
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NULL, buffer, &ddraw_null_wined3d_parent_ops, wined3d_buffer);
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wined3d_buffer);
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}
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}
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/*****************************************************************************
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/*****************************************************************************
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