wined3d: Support WINED3D_LOCATION_BUFFER in wined3d_buffer_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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15d53761a5
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160ad4570e
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@ -530,6 +530,80 @@ ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
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return refcount;
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}
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/* Context activation is done by the caller. */
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static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
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const void *data, unsigned int range_count, const struct wined3d_map_range *ranges)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_map_range *range;
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buffer_bind(buffer, context);
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while (range_count--)
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{
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range = &ranges[range_count];
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GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
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range->offset, range->size, (BYTE *)data + range->offset));
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}
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checkGLcall("glBufferSubData");
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}
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static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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unsigned int i, j, range_idx, start, end, vertex_count;
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BYTE *data;
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if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
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{
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ERR("Failed to load system memory.\n");
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return;
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}
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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/* Now for each vertex in the buffer that needs conversion. */
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vertex_count = buffer->resource.size / buffer->stride;
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if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
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{
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ERR("Out of memory.\n");
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return;
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}
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for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
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{
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start = buffer->maps[range_idx].offset;
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end = start + buffer->maps[range_idx].size;
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memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
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for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
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{
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for (j = 0; j < buffer->stride;)
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{
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switch (buffer->conversion_map[j])
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{
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case CONV_NONE:
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/* Done already */
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j += sizeof(DWORD);
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break;
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case CONV_D3DCOLOR:
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j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
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break;
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case CONV_POSITIONT:
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j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
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break;
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default:
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FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
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++j;
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}
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}
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}
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}
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wined3d_buffer_upload_ranges(buffer, context, data, buffer->modified_areas, buffer->maps);
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HeapFree(GetProcessHeap(), 0, data);
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}
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static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
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struct wined3d_context *context, DWORD location)
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{
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@ -607,8 +681,12 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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break;
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case WINED3D_LOCATION_BUFFER:
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FIXME("Not implemented yet.\n");
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return FALSE;
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if (!buffer->conversion_map)
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wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
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buffer->modified_areas, buffer->maps);
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else
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buffer_conversion_upload(buffer, context);
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break;
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default:
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ERR("Invalid location %s.\n", wined3d_debug_location(location));
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@ -616,6 +694,10 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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}
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wined3d_buffer_validate_location(buffer, location);
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if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
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&& !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
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wined3d_buffer_evict_sysmem(buffer);
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return TRUE;
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}
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@ -797,80 +879,6 @@ drop_query:
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This->flags &= ~WINED3D_BUFFER_APPLESYNC;
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}
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/* Context activation is done by the caller. */
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static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
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const void *data, unsigned int range_count, const struct wined3d_map_range *ranges)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_map_range *range;
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buffer_bind(buffer, context);
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while (range_count--)
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{
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range = &ranges[range_count];
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GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
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range->offset, range->size, (BYTE *)data + range->offset));
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}
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checkGLcall("glBufferSubData");
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}
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static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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unsigned int i, j, range_idx, start, end, vertex_count;
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BYTE *data;
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if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
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{
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ERR("Failed to load system memory.\n");
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return;
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}
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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/* Now for each vertex in the buffer that needs conversion. */
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vertex_count = buffer->resource.size / buffer->stride;
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if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
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{
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ERR("Out of memory.\n");
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return;
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}
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for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
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{
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start = buffer->maps[range_idx].offset;
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end = start + buffer->maps[range_idx].size;
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memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
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for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
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{
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for (j = 0; j < buffer->stride;)
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{
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switch (buffer->conversion_map[j])
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{
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case CONV_NONE:
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/* Done already */
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j += sizeof(DWORD);
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break;
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case CONV_D3DCOLOR:
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j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
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break;
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case CONV_POSITIONT:
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j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
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break;
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default:
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FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
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++j;
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}
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}
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}
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}
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wined3d_buffer_upload_ranges(buffer, context, data, buffer->modified_areas, buffer->maps);
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HeapFree(GetProcessHeap(), 0, data);
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}
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void buffer_mark_used(struct wined3d_buffer *buffer)
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{
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buffer->flags &= ~WINED3D_BUFFER_DISCARD;
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@ -981,22 +989,8 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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}
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}
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if (!buffer->conversion_map)
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{
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TRACE("No conversion needed.\n");
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wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
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buffer->modified_areas, buffer->maps);
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}
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else
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{
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buffer_conversion_upload(buffer, context);
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}
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
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if (buffer->resource.heap_memory && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
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wined3d_buffer_evict_sysmem(buffer);
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if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
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ERR("Failed to load buffer location.\n");
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}
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struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
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