d3d8: Add a separate function for vertex buffer initialization.
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0201ddf264
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b1bf50d751
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@ -318,11 +318,6 @@ struct IDirect3DResource8Impl
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/* IDirect3DVertexBuffer8 */
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/* ---------------------- */
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/*****************************************************************************
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* Predeclare the interface implementation structures
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*/
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extern const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DVertexBuffer8 implementation structure
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*/
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@ -341,6 +336,9 @@ struct IDirect3DVertexBuffer8Impl
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DWORD fvf;
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};
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HRESULT vertexbuffer_init(IDirect3DVertexBuffer8Impl *buffer, IDirect3DDevice8Impl *device,
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UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
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/* --------------------- */
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/* IDirect3DIndexBuffer8 */
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/* --------------------- */
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@ -749,42 +749,35 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(IDirect3DDevice8 *i
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return hr;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) {
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IDirect3DVertexBuffer8Impl *object;
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(IDirect3DDevice8 *iface, UINT size, DWORD usage,
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DWORD fvf, D3DPOOL pool, IDirect3DVertexBuffer8 **buffer)
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{
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hrc = D3D_OK;
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IDirect3DVertexBuffer8Impl *object;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
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if (NULL == object) {
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FIXME("Allocation of memory failed\n");
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*ppVertexBuffer = NULL;
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TRACE("iface %p, size %u, usage %#x, fvf %#x, pool %#x, buffer %p.\n",
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iface, size, usage, fvf, pool, buffer);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate buffer memory.\n");
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
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object->ref = 1;
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wined3d_mutex_lock();
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hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK,
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0 /* fvf for ddraw only */, (WINED3DPOOL)Pool, &object->wineD3DVertexBuffer, (IUnknown *)object);
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wined3d_mutex_unlock();
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object->fvf = FVF;
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if (D3D_OK != hrc) {
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateVertexBuffer failed\n", This);
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hr = vertexbuffer_init(object, This, size, usage, fvf, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize vertex buffer, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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*ppVertexBuffer = NULL;
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8) object;
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return hr;
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}
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return hrc;
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TRACE("Created vertex buffer %p.\n", object);
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*buffer = (IDirect3DVertexBuffer8 *)object;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(IDirect3DDevice8 *iface, UINT size, DWORD usage,
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@ -210,7 +210,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8
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return hr;
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}
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const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl =
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static const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl =
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{
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/* IUnknown */
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IDirect3DVertexBuffer8Impl_QueryInterface,
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@ -230,3 +230,28 @@ const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl =
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IDirect3DVertexBuffer8Impl_Unlock,
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IDirect3DVertexBuffer8Impl_GetDesc
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};
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HRESULT vertexbuffer_init(IDirect3DVertexBuffer8Impl *buffer, IDirect3DDevice8Impl *device,
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UINT size, DWORD usage, DWORD fvf, D3DPOOL pool)
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{
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HRESULT hr;
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buffer->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
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buffer->ref = 1;
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buffer->fvf = fvf;
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreateVertexBuffer(device->WineD3DDevice, size, usage & WINED3DUSAGE_MASK,
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0, (WINED3DPOOL)pool, &buffer->wineD3DVertexBuffer, (IUnknown *)buffer);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
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return hr;
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}
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buffer->parentDevice = (IDirect3DDevice8 *)device;
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IUnknown_AddRef(buffer->parentDevice);
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return D3D_OK;
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}
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