ddraw: Handle DrawPrimitive with a dynamic vertex buffer.
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@ -275,10 +275,15 @@ struct d3d_device
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IUnknown *outer_unknown;
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struct wined3d_device *wined3d_device;
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struct ddraw *ddraw;
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struct ddraw_surface *target;
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struct wined3d_buffer *index_buffer;
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UINT index_buffer_size;
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UINT index_buffer_pos;
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struct ddraw_surface *target;
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struct wined3d_buffer *vertex_buffer;
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UINT vertex_buffer_size;
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UINT vertex_buffer_pos;
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/* Viewport management */
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struct list viewport_list;
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@ -299,7 +304,7 @@ struct d3d_device
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DWORD vertex_type;
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DWORD render_flags;
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DWORD nb_vertices;
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LPBYTE vertex_buffer;
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LPBYTE sysmem_vertex_buffer;
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DWORD vertex_size;
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DWORD buffer_size;
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@ -239,9 +239,10 @@ static ULONG WINAPI d3d_device_inner_Release(IUnknown *iface)
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/* There is no need to unset any resources here, wined3d will take
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* care of that on uninit_3d(). */
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/* Free the index buffer. */
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if (This->index_buffer)
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wined3d_buffer_decref(This->index_buffer);
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if (This->vertex_buffer)
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wined3d_buffer_decref(This->vertex_buffer);
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/* Set the device up to render to the front buffer since the back
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* buffer will vanish soon. */
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@ -2107,16 +2108,16 @@ static HRESULT WINAPI d3d_device3_Vertex(IDirect3DDevice3 *iface, void *vertex)
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BYTE *old_buffer;
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device->buffer_size = device->buffer_size ? device->buffer_size * 2 : device->vertex_size * 3;
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old_buffer = device->vertex_buffer;
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device->vertex_buffer = HeapAlloc(GetProcessHeap(), 0, device->buffer_size);
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old_buffer = device->sysmem_vertex_buffer;
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device->sysmem_vertex_buffer = HeapAlloc(GetProcessHeap(), 0, device->buffer_size);
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if (old_buffer)
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{
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memcpy(device->vertex_buffer, old_buffer, device->nb_vertices * device->vertex_size);
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memcpy(device->sysmem_vertex_buffer, old_buffer, device->nb_vertices * device->vertex_size);
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HeapFree(GetProcessHeap(), 0, old_buffer);
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}
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}
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memcpy(device->vertex_buffer + device->nb_vertices++ * device->vertex_size, vertex, device->vertex_size);
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memcpy(device->sysmem_vertex_buffer + device->nb_vertices++ * device->vertex_size, vertex, device->vertex_size);
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wined3d_mutex_unlock();
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return D3D_OK;
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@ -2185,7 +2186,7 @@ static HRESULT WINAPI d3d_device3_End(IDirect3DDevice3 *iface, DWORD flags)
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TRACE("iface %p, flags %#x.\n", iface, flags);
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return IDirect3DDevice7_DrawPrimitive(&device->IDirect3DDevice7_iface, device->primitive_type,
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device->vertex_type, device->vertex_buffer, device->nb_vertices, device->render_flags);
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device->vertex_type, device->sysmem_vertex_buffer, device->nb_vertices, device->render_flags);
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}
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static HRESULT WINAPI d3d_device2_End(IDirect3DDevice2 *iface, DWORD flags)
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@ -3378,13 +3379,45 @@ static HRESULT WINAPI d3d_device2_MultiplyTransform(IDirect3DDevice2 *iface,
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* For details, see IWineD3DDevice::DrawPrimitiveUP
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*
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*****************************************************************************/
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/* The caller is responsible for wined3d locking */
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static HRESULT d3d_device_prepare_vertex_buffer(struct d3d_device *device, UINT min_size)
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{
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HRESULT hr;
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if (device->vertex_buffer_size < min_size || !device->vertex_buffer)
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{
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UINT size = max(device->vertex_buffer_size * 2, min_size);
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struct wined3d_buffer *buffer;
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TRACE("Growing vertex buffer to %u bytes\n", size);
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hr = wined3d_buffer_create_vb(device->wined3d_device, size, WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY,
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WINED3D_POOL_DEFAULT, NULL, &ddraw_null_wined3d_parent_ops, &buffer);
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if (FAILED(hr))
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{
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ERR("(%p) wined3d_buffer_create_vb failed with hr = %08x\n", device, hr);
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return hr;
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}
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if (device->vertex_buffer)
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wined3d_buffer_decref(device->vertex_buffer);
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device->vertex_buffer = buffer;
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device->vertex_buffer_size = size;
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device->vertex_buffer_pos = 0;
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}
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return D3D_OK;
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}
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static HRESULT d3d_device7_DrawPrimitive(IDirect3DDevice7 *iface,
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D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices,
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DWORD vertex_count, DWORD flags)
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{
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struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
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UINT stride;
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UINT stride, vb_pos, size;
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HRESULT hr;
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BYTE *data;
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TRACE("iface %p, primitive_type %#x, fvf %#x, vertices %p, vertex_count %u, flags %#x.\n",
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iface, primitive_type, fvf, vertices, vertex_count, flags);
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@ -3394,13 +3427,37 @@ static HRESULT d3d_device7_DrawPrimitive(IDirect3DDevice7 *iface,
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/* Get the stride */
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stride = get_flexible_vertex_size(fvf);
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size = vertex_count * stride;
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wined3d_mutex_lock();
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hr = d3d_device_prepare_vertex_buffer(device, size);
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if (FAILED(hr))
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goto done;
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/* TODO: Align the map position to the vertex size and use the draw start vertex
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* parameter instead of the per-stream offset */
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vb_pos = device->vertex_buffer_pos;
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if (device->vertex_buffer_size - size < vb_pos)
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vb_pos = 0;
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hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, size, &data,
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vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
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if (FAILED(hr))
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goto done;
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memcpy(data, vertices, size);
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wined3d_buffer_unmap(device->vertex_buffer);
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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, vb_pos, stride);
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if (FAILED(hr))
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goto done;
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wined3d_device_set_vertex_declaration(device->wined3d_device, ddraw_find_decl(device->ddraw, fvf));
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wined3d_device_set_primitive_type(device->wined3d_device, primitive_type);
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hr = wined3d_device_draw_primitive_up(device->wined3d_device, vertex_count, vertices, stride);
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wined3d_mutex_unlock();
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hr = wined3d_device_draw_primitive(device->wined3d_device, 0, vertex_count);
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done:
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wined3d_mutex_unlock();
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return hr;
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}
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