d3d9: Use wined3d_buffer_create() in d3d9_device_prepare_vertex_buffer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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661d11d071
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96432c4cc2
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@ -2543,15 +2543,22 @@ static HRESULT d3d9_device_prepare_vertex_buffer(struct d3d9_device *device, UIN
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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_desc desc;
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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, &d3d9_null_wined3d_parent_ops, &buffer);
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if (FAILED(hr))
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desc.byte_width = size;
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY;
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desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
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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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if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc,
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NULL, NULL, &d3d9_null_wined3d_parent_ops, &buffer)))
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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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ERR("Failed to create vertex buffer, hr %#x.\n", hr);
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return hr;
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}
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@ -1441,49 +1441,3 @@ HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct
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return WINED3D_OK;
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}
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static DWORD resource_access_from_pool(enum wined3d_pool pool)
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{
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switch (pool)
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{
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case WINED3D_POOL_DEFAULT:
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return WINED3D_RESOURCE_ACCESS_GPU;
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case WINED3D_POOL_MANAGED:
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
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case WINED3D_POOL_SYSTEM_MEM:
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return WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
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default:
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FIXME("Unhandled pool %#x.\n", pool);
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return 0;
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}
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}
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HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
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void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
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{
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struct wined3d_buffer_desc desc;
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TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
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device, size, usage, pool, parent, parent_ops, buffer);
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if (usage & WINED3DUSAGE_SCRATCH)
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{
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/* The d3d9 tests shows that this is not allowed. It doesn't make much
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* sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
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WARN("Vertex buffer with WINED3DUSAGE_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
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*buffer = NULL;
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return WINED3DERR_INVALIDCALL;
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}
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desc.byte_width = size;
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desc.usage = usage;
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desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
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desc.access = resource_access_from_pool(pool);
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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(device, &desc, NULL, parent, parent_ops, buffer);
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}
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@ -28,7 +28,6 @@
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@ cdecl wined3d_blend_state_incref(ptr)
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@ cdecl wined3d_buffer_create(ptr ptr ptr ptr ptr ptr)
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@ cdecl wined3d_buffer_create_vb(ptr long long long ptr ptr ptr)
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@ cdecl wined3d_buffer_decref(ptr)
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@ cdecl wined3d_buffer_get_parent(ptr)
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@ cdecl wined3d_buffer_get_resource(ptr)
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@ -680,13 +680,6 @@ enum wined3d_resource_type
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WINED3D_RTYPE_TEXTURE_3D = 3,
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};
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enum wined3d_pool
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{
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WINED3D_POOL_DEFAULT = 0,
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WINED3D_POOL_MANAGED = 1,
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WINED3D_POOL_SYSTEM_MEM = 2,
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};
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enum wined3d_query_type
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{
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WINED3D_QUERY_TYPE_VCACHE = 4,
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@ -2195,9 +2188,6 @@ HRESULT __cdecl wined3d_set_adapter_display_mode(struct wined3d *wined3d,
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HRESULT __cdecl wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
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const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
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struct wined3d_buffer **buffer);
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HRESULT __cdecl wined3d_buffer_create_vb(struct wined3d_device *device, UINT length, DWORD usage,
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enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops,
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struct wined3d_buffer **buffer);
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ULONG __cdecl wined3d_buffer_decref(struct wined3d_buffer *buffer);
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void * __cdecl wined3d_buffer_get_parent(const struct wined3d_buffer *buffer);
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struct wined3d_resource * __cdecl wined3d_buffer_get_resource(struct wined3d_buffer *buffer);
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