/* * IDirect3DResource9 implementation * * Copyright 2002-2003 Jason Edmeades * Raphael Junqueira * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d9_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* IDirect3DVertexBuffer9 IUnknown parts follow: */ HRESULT WINAPI IDirect3DVertexBuffer9Impl_QueryInterface(LPDIRECT3DVERTEXBUFFER9 iface, REFIID riid, LPVOID* ppobj) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DResource9) || IsEqualGUID(riid, &IID_IDirect3DVertexBuffer9)) { IDirect3DVertexBuffer9Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3DVertexBuffer9Impl_AddRef(LPDIRECT3DVERTEXBUFFER9 iface) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); TRACE("(%p) : AddRef from %ld\n", This, This->ref); return ++(This->ref); } ULONG WINAPI IDirect3DVertexBuffer9Impl_Release(LPDIRECT3DVERTEXBUFFER9 iface) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); ULONG ref = --This->ref; TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); if (ref == 0) { if (NULL != This->allocatedMemory) HeapFree(GetProcessHeap(), 0, This->allocatedMemory); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DVertexBuffer9 IDirect3DResource9 Interface follow: */ HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDevice(LPDIRECT3DVERTEXBUFFER9 iface, IDirect3DDevice9** ppDevice) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); return IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice); } HRESULT WINAPI IDirect3DVertexBuffer9Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVertexBuffer9Impl_FreePrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } DWORD WINAPI IDirect3DVertexBuffer9Impl_SetPriority(LPDIRECT3DVERTEXBUFFER9 iface, DWORD PriorityNew) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); return IDirect3DResource9Impl_SetPriority((LPDIRECT3DRESOURCE9) This, PriorityNew); } DWORD WINAPI IDirect3DVertexBuffer9Impl_GetPriority(LPDIRECT3DVERTEXBUFFER9 iface) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); return IDirect3DResource9Impl_GetPriority((LPDIRECT3DRESOURCE9) This); } void WINAPI IDirect3DVertexBuffer9Impl_PreLoad(LPDIRECT3DVERTEXBUFFER9 iface) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); FIXME("(%p) : stub\n", This); return ; } D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer9Impl_GetType(LPDIRECT3DVERTEXBUFFER9 iface) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); return IDirect3DResource9Impl_GetType((LPDIRECT3DRESOURCE9) This); } /* IDirect3DVertexBuffer9 Interface follow: */ HRESULT WINAPI IDirect3DVertexBuffer9Impl_Lock(LPDIRECT3DVERTEXBUFFER9 iface, UINT OffsetToLock, UINT SizeToLock, void** ppbData, DWORD Flags) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVertexBuffer9Impl_Unlock(LPDIRECT3DVERTEXBUFFER9 iface) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 iface, D3DVERTEXBUFFER_DESC* pDesc) { ICOM_THIS(IDirect3DVertexBuffer9Impl,iface); TRACE("(%p) : copying into %p\n", This, pDesc); memcpy(pDesc, &This->myDesc, sizeof(D3DVERTEXBUFFER_DESC)); return D3D_OK; } ICOM_VTABLE(IDirect3DVertexBuffer9) Direct3DVertexBuffer9_Vtbl = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE IDirect3DVertexBuffer9Impl_QueryInterface, IDirect3DVertexBuffer9Impl_AddRef, IDirect3DVertexBuffer9Impl_Release, IDirect3DVertexBuffer9Impl_GetDevice, IDirect3DVertexBuffer9Impl_SetPrivateData, IDirect3DVertexBuffer9Impl_GetPrivateData, IDirect3DVertexBuffer9Impl_FreePrivateData, IDirect3DVertexBuffer9Impl_SetPriority, IDirect3DVertexBuffer9Impl_GetPriority, IDirect3DVertexBuffer9Impl_PreLoad, IDirect3DVertexBuffer9Impl_GetType, IDirect3DVertexBuffer9Impl_Lock, IDirect3DVertexBuffer9Impl_Unlock, IDirect3DVertexBuffer9Impl_GetDesc }; /* IDirect3DDevice9 IDirect3DVertexBuffer9 Methods follow: */ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexBuffer(LPDIRECT3DDEVICE9 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) { IDirect3DVertexBuffer9Impl *object; ICOM_THIS(IDirect3DDevice9Impl,iface); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer9Impl)); object->lpVtbl = &Direct3DVertexBuffer9_Vtbl; object->ref = 1; object->Device = This; object->ResourceType = D3DRTYPE_VERTEXBUFFER; object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size); object->myDesc.Usage = Usage; object->myDesc.Pool = Pool; object->myDesc.FVF = FVF; object->myDesc.Size = Size; TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object); *ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER9) object; return D3D_OK; }