459 lines
20 KiB
C
459 lines
20 KiB
C
/*
|
|
* IWineD3DVertexBuffer Implementation
|
|
*
|
|
* Copyright 2002-2005 Jason Edmeades
|
|
* Raphael Junqueira
|
|
* Copyright 2004 Christian Costa
|
|
*
|
|
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "wined3d_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
|
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
|
|
|
/* *******************************************
|
|
IWineD3DVertexBuffer IUnknown parts follow
|
|
******************************************* */
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
|
|
{
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
|
|
IUnknown_AddRef(iface);
|
|
*ppobj = This;
|
|
return S_OK;
|
|
}
|
|
*ppobj = NULL;
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
ULONG ref = InterlockedIncrement(&This->resource.ref);
|
|
TRACE("(%p) : AddRef increasing from %ld\n", This, ref - 1);
|
|
return ref;
|
|
}
|
|
|
|
static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
ULONG ref = InterlockedDecrement(&This->resource.ref);
|
|
TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
|
|
if (ref == 0) {
|
|
|
|
if(This->vbo) {
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
}
|
|
|
|
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
return ref;
|
|
}
|
|
|
|
/* ****************************************************
|
|
IWineD3DVertexBuffer IWineD3DResource parts follow
|
|
**************************************************** */
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
|
|
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
|
|
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
|
|
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
|
|
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
|
|
}
|
|
|
|
static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
|
|
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
|
|
}
|
|
|
|
static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
|
|
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
|
|
}
|
|
|
|
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
|
|
TRACE("(%p)->()\n", This);
|
|
|
|
if(This->Flags & VBFLAG_LOAD) {
|
|
return; /* Already doing that stuff */
|
|
}
|
|
|
|
if(!This->resource.allocatedMemory) {
|
|
TRACE("Locking directly into VBO, nothing to do\n");
|
|
return; /* Direct lock into the VBO */
|
|
}
|
|
|
|
if(This->vbo) {
|
|
WineDirect3DVertexStridedData strided;
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
|
|
BYTE *data;
|
|
UINT i;
|
|
DWORD declFVF; /* Not interested */
|
|
UINT start = 0, end = 0, stride = 0;
|
|
|
|
if(This->Flags & VBFLAG_DIRTY) {
|
|
/* Update the old buffer on unlock, use the old desc */
|
|
start = This->dirtystart;
|
|
end = This->dirtyend;
|
|
memcpy(&strided, &This->strided, sizeof(strided));
|
|
|
|
if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
|
|
else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
|
|
else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
|
|
else {
|
|
/* That means that there is nothing to fixup, just override previously modified data */
|
|
fixup = FALSE;
|
|
}
|
|
if(stride) fixup = TRUE;
|
|
} else {
|
|
/* Keep this in sync with drawPrimitive in drawprim.c */
|
|
if (device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
|
|
&&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
|
|
&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
|
|
/* Using shaders? No conversion needed, the shaders handle this */
|
|
TRACE("Using vertex shaders, not doing any vertex conversion\n");
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
/* Lock directly into the VBO in the future */
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
This->resource.allocatedMemory = NULL;
|
|
This->Flags &= ~VBFLAG_DIRTY;
|
|
return;
|
|
}
|
|
|
|
/* The code below reads the FVF / Vertex Declaration to find out which bits we have to convert
|
|
* Basically I can't see any reason why it can't change from DrawPrimitive to DrawPrimitive call
|
|
* from the DX api, but I think no sane game will do that. Reading the vertex declaration is quite
|
|
* complex, and we should save as much CPU time as possible. So read it only once ans assume that
|
|
* it doesn't change silently. I expect Windows D3D drivers to depend on that too
|
|
*/
|
|
if(This->Flags & VBFLAG_HASDESC) return;
|
|
|
|
/* Check against updated declarations */
|
|
memset(&strided, 0, sizeof(strided));
|
|
|
|
if(device->stateBlock->vertexDecl != NULL) {
|
|
/* Check against the stream offset and make sure it is 0 */
|
|
|
|
This->Flags |= VBFLAG_LOAD;
|
|
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
|
|
useVertexShaderFunction,
|
|
&strided,
|
|
0,
|
|
&declFVF,
|
|
&fixup);
|
|
This->Flags &= ~VBFLAG_LOAD;
|
|
|
|
/* Only take care for stuff that is in this buffer, well, only the stuff that is interesting */
|
|
if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
|
|
if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
|
|
if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
|
|
if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
|
|
} else {
|
|
if(!(This->Flags & VBFLAG_STREAM) ) {
|
|
TRACE("No vertex decl used and buffer is not bound to a stream, nothing to do\n");
|
|
return;
|
|
}
|
|
|
|
This->Flags |= VBFLAG_LOAD;
|
|
primitiveConvertFVFtoOffset(device->stateBlock->fvf,
|
|
device->stateBlock->streamStride[This->stream],
|
|
NULL,
|
|
&strided,
|
|
This->vbo);
|
|
This->Flags &= ~VBFLAG_LOAD;
|
|
}
|
|
|
|
/* If any data that needs conversion has changed we have to reload the whole buffer */
|
|
if( ( (This->strided.u.s.position.dwType != WINED3DDECLTYPE_FLOAT4 || strided.u.s.position.dwType != WINED3DDECLTYPE_FLOAT4) &&
|
|
This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
|
|
!(This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData || strided.u.s.diffuse.VBO != This->vbo) ||
|
|
!(This->strided.u.s.specular.lpData == strided.u.s.specular.lpData || strided.u.s.specular.VBO != This->vbo) ) {
|
|
|
|
start = 0;
|
|
end = This->resource.size;
|
|
fixup = TRUE;
|
|
|
|
if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
|
|
else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
|
|
else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
|
|
else {
|
|
/* That means that there is nothing to fixup, just override previously modified data */
|
|
fixup = FALSE;
|
|
}
|
|
|
|
memcpy(&This->strided, &strided, sizeof(strided));
|
|
} else {
|
|
TRACE("No declaration change\n");
|
|
/* nothing to do - the old data is correct*/
|
|
return;
|
|
}
|
|
This->Flags |= VBFLAG_HASDESC;
|
|
}
|
|
|
|
if(end == 0) {
|
|
TRACE("Buffer not dirty, nothing to do\n");
|
|
This->Flags &= ~VBFLAG_DIRTY;
|
|
return;
|
|
}
|
|
|
|
TRACE("Loading buffer\n");
|
|
if(fixup) {
|
|
data = HeapAlloc(GetProcessHeap(), 0, end-start);
|
|
if(!data) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
memcpy(data, This->resource.allocatedMemory + start, end - start);
|
|
|
|
for(i = 0; i < ( end - start) / stride; i++) {
|
|
if(strided.u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 ) {
|
|
float *p = (float *) (((int) This->resource.allocatedMemory + (int) strided.u.s.position.lpData) + start + i * stride);
|
|
float x, y, z, w;
|
|
|
|
/* rhw conversion like in drawStridedSlow */
|
|
if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
|
|
x = p[0];
|
|
y = p[1];
|
|
z = p[2];
|
|
w = 1.0;
|
|
} else {
|
|
w = 1.0 / p[3];
|
|
x = p[0] * w;
|
|
y = p[1] * w;
|
|
z = p[2] * w;
|
|
}
|
|
p = (float *) ((int) data + i * stride + (int) strided.u.s.position.lpData);
|
|
p[0] = x;
|
|
p[1] = y;
|
|
p[2] = z;
|
|
p[3] = w;
|
|
}
|
|
if(strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR) {
|
|
DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.diffuse.lpData);
|
|
srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.diffuse.lpData) + start + i * stride);
|
|
|
|
/* Color conversion like in drawStridedSlow. watch out for little endianity
|
|
* If we want that stuff to work on big endian machines too we have to consider more things
|
|
*
|
|
* 0xff000000: Alpha mask
|
|
* 0x00ff0000: Blue mask
|
|
* 0x0000ff00: Green mask
|
|
* 0x000000ff: Red mask
|
|
*/
|
|
|
|
*dstColor = 0;
|
|
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
|
|
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
|
|
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
|
|
} else if (strided.u.s.diffuse.lpData != NULL) {
|
|
FIXME("Type is %ld\n", strided.u.s.diffuse.dwType);
|
|
}
|
|
if(strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) {
|
|
DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.specular.lpData);
|
|
srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.specular.lpData) + start + i * stride);
|
|
|
|
/* Color conversion like in drawStridedSlow. watch out for little endianity
|
|
* If we want that stuff to work on big endian machines too we have to consider more things
|
|
*/
|
|
*dstColor = 0;
|
|
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
|
|
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
|
|
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
|
|
}
|
|
}
|
|
} else {
|
|
data = This->resource.allocatedMemory + start;
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
|
|
if(fixup) {
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
} else if(This->Flags & VBFLAG_HASDESC) {
|
|
/* Free the allocated memory, then Lock will directly lock into the
|
|
* VBO the next time :-)
|
|
*/
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
This->resource.allocatedMemory = NULL;
|
|
}
|
|
}
|
|
This->Flags &= ~VBFLAG_DIRTY;
|
|
}
|
|
|
|
static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
|
|
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
|
|
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
|
|
}
|
|
|
|
/* ******************************************************
|
|
IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
|
|
****************************************************** */
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
BYTE *data;
|
|
TRACE("(%p)->%d, %d, %p, %08lx\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
|
|
|
|
InterlockedIncrement(&This->lockcount);
|
|
|
|
if(This->Flags & VBFLAG_DIRTY) {
|
|
if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
|
|
if(SizeToLock) {
|
|
if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
|
|
} else {
|
|
This->dirtyend = This->resource.size;
|
|
}
|
|
} else {
|
|
This->dirtystart = OffsetToLock;
|
|
if(SizeToLock)
|
|
This->dirtyend = OffsetToLock + SizeToLock;
|
|
else
|
|
This->dirtyend = OffsetToLock + This->resource.size;
|
|
}
|
|
|
|
if(This->resource.allocatedMemory) {
|
|
data = This->resource.allocatedMemory;
|
|
This->Flags |= VBFLAG_DIRTY;
|
|
} else {
|
|
GLenum mode = GL_READ_WRITE_ARB;
|
|
/* Return data to the VBO */
|
|
|
|
TRACE("Locking directly into the buffer\n");
|
|
|
|
if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) {
|
|
mode = GL_WRITE_ONLY_ARB;
|
|
} else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) {
|
|
mode = GL_READ_ONLY_ARB;
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
|
|
LEAVE_GL();
|
|
if(!data) {
|
|
ERR("glMapBuffer failed\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
*ppbData = data + OffsetToLock;
|
|
|
|
TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
|
|
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
|
|
return WINED3D_OK;
|
|
}
|
|
HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
|
|
LONG lockcount;
|
|
TRACE("(%p)\n", This);
|
|
|
|
lockcount = InterlockedDecrement(&This->lockcount);
|
|
if(lockcount > 0) {
|
|
/* Delay loading the buffer until everything is unlocked */
|
|
TRACE("Ignoring the unlock\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if(!This->resource.allocatedMemory) {
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
|
|
checkGLcall("glUnmapBufferARB");
|
|
LEAVE_GL();
|
|
} else {
|
|
IWineD3DVertexBufferImpl_PreLoad(iface);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
pDesc->Format = This->resource.format;
|
|
pDesc->Type = This->resource.resourceType;
|
|
pDesc->Usage = This->resource.usage;
|
|
pDesc->Pool = This->resource.pool;
|
|
pDesc->Size = This->resource.size;
|
|
pDesc->FVF = This->fvf;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DVertexBufferImpl_QueryInterface,
|
|
IWineD3DVertexBufferImpl_AddRef,
|
|
IWineD3DVertexBufferImpl_Release,
|
|
/* IWineD3DResource */
|
|
IWineD3DVertexBufferImpl_GetParent,
|
|
IWineD3DVertexBufferImpl_GetDevice,
|
|
IWineD3DVertexBufferImpl_SetPrivateData,
|
|
IWineD3DVertexBufferImpl_GetPrivateData,
|
|
IWineD3DVertexBufferImpl_FreePrivateData,
|
|
IWineD3DVertexBufferImpl_SetPriority,
|
|
IWineD3DVertexBufferImpl_GetPriority,
|
|
IWineD3DVertexBufferImpl_PreLoad,
|
|
IWineD3DVertexBufferImpl_GetType,
|
|
/* IWineD3DVertexBuffer */
|
|
IWineD3DVertexBufferImpl_Lock,
|
|
IWineD3DVertexBufferImpl_Unlock,
|
|
IWineD3DVertexBufferImpl_GetDesc
|
|
};
|
|
|
|
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
|
|
*vbo = This->vbo;
|
|
if(This->vbo == 0) {
|
|
return This->resource.allocatedMemory + iOffset;
|
|
} else {
|
|
return (BYTE *) iOffset;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
|
|
return WINED3D_OK;
|
|
}
|