Sweden-Number/dlls/ddraw/vertexbuffer.c

616 lines
22 KiB
C

/* Direct3D Vertex Buffer
* Copyright (c) 2002 Lionel ULMER
* Copyright (c) 2006 Stefan DÖSINGER
*
* This file contains the implementation of Direct3DVertexBuffer COM object
*
* 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 "wine/port.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
static inline IDirect3DVertexBufferImpl *impl_from_IDirect3DVertexBuffer(IDirect3DVertexBuffer *iface)
{
return CONTAINING_RECORD(iface, IDirect3DVertexBufferImpl, IDirect3DVertexBuffer_iface);
}
static inline IDirect3DVertexBufferImpl *impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
{
return CONTAINING_RECORD(iface, IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7_iface);
}
/*****************************************************************************
* IUnknown Methods
*****************************************************************************/
/*****************************************************************************
* IDirect3DVertexBuffer7::QueryInterface
*
* The QueryInterface Method for Vertex Buffers
* For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
*
* Params
* riid: Queryied Interface id
* obj: Address to return the interface pointer
*
* Returns:
* S_OK on success
* E_NOINTERFACE if the interface wasn't found
*
*****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface,
REFIID riid, void **obj)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
/* By default, set the object pointer to NULL */
*obj = NULL;
if ( IsEqualGUID( &IID_IUnknown, riid ) )
{
IUnknown_AddRef(iface);
*obj = iface;
TRACE(" Creating IUnknown interface at %p.\n", *obj);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
{
IUnknown_AddRef(iface);
*obj = &This->IDirect3DVertexBuffer_iface;
TRACE(" Creating IDirect3DVertexBuffer interface %p\n", *obj);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
{
IUnknown_AddRef(iface);
*obj = iface;
TRACE(" Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
return S_OK;
}
FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
return E_NOINTERFACE;
}
static HRESULT WINAPI IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface,
REFIID riid, void **obj)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
return IDirect3DVertexBuffer7_QueryInterface(&This->IDirect3DVertexBuffer7_iface, riid, obj);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::AddRef
*
* AddRef for Vertex Buffers
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("%p increasing refcount to %u.\n", This, ref);
return ref;
}
static ULONG WINAPI IDirect3DVertexBufferImpl_1_AddRef(IDirect3DVertexBuffer *iface)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
TRACE("iface %p.\n", iface);
return IDirect3DVertexBuffer7_AddRef(&This->IDirect3DVertexBuffer7_iface);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Release
*
* Release for Vertex Buffers
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("%p decreasing refcount to %u.\n", This, ref);
if (ref == 0)
{
struct wined3d_buffer *curVB = NULL;
UINT offset, stride;
EnterCriticalSection(&ddraw_cs);
/* D3D7 Vertex buffers don't stay bound in the device, they are passed
* as a parameter to drawPrimitiveVB. DrawPrimitiveVB sets them as the
* stream source in wined3d, and they should get unset there before
* they are destroyed. */
wined3d_device_get_stream_source(This->ddraw->wined3d_device,
0, &curVB, &offset, &stride);
if (curVB == This->wineD3DVertexBuffer)
wined3d_device_set_stream_source(This->ddraw->wined3d_device, 0, NULL, 0, 0);
if (curVB)
wined3d_buffer_decref(curVB); /* For the GetStreamSource */
wined3d_vertex_declaration_decref(This->wineD3DVertexDeclaration);
wined3d_buffer_decref(This->wineD3DVertexBuffer);
LeaveCriticalSection(&ddraw_cs);
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return ref;
}
static ULONG WINAPI IDirect3DVertexBufferImpl_1_Release(IDirect3DVertexBuffer *iface)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
TRACE("iface %p.\n", iface);
return IDirect3DVertexBuffer7_Release(&This->IDirect3DVertexBuffer7_iface);
}
/*****************************************************************************
* IDirect3DVertexBuffer Methods
*****************************************************************************/
/*****************************************************************************
* IDirect3DVertexBuffer7::Lock
*
* Locks the vertex buffer and returns a pointer to the vertex data
* Locking vertex buffers is similar to locking surfaces, because Windows
* uses surfaces to store vertex data internally (According to the DX sdk)
*
* Params:
* Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
* DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
* Data: Returns a pointer to the vertex data
* Size: Returns the size of the buffer if not NULL
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
* D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
*
*****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface, DWORD Flags,
void **Data, DWORD *Size)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
struct wined3d_resource_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
HRESULT hr;
DWORD wined3d_flags = 0;
TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
/* Writeonly: Pointless. Event: Unsupported by native according to the sdk
* nosyslock: Not applicable
*/
if(!(Flags & DDLOCK_WAIT)) wined3d_flags |= WINED3DLOCK_DONOTWAIT;
if(Flags & DDLOCK_READONLY) wined3d_flags |= WINED3DLOCK_READONLY;
if(Flags & DDLOCK_NOOVERWRITE) wined3d_flags |= WINED3DLOCK_NOOVERWRITE;
if(Flags & DDLOCK_DISCARDCONTENTS) wined3d_flags |= WINED3DLOCK_DISCARD;
EnterCriticalSection(&ddraw_cs);
if(Size)
{
/* Get the size, for returning it, and for locking */
wined3d_resource = wined3d_buffer_get_resource(This->wineD3DVertexBuffer);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
*Size = wined3d_desc.size;
}
hr = wined3d_buffer_map(This->wineD3DVertexBuffer, 0, 0, (BYTE **)Data, wined3d_flags);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface, DWORD Flags,
void **Data, DWORD *Size)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
return IDirect3DVertexBuffer7_Lock(&This->IDirect3DVertexBuffer7_iface, Flags, Data, Size);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Unlock
*
* Unlocks a vertex Buffer
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
TRACE("iface %p.\n", iface);
EnterCriticalSection(&ddraw_cs);
wined3d_buffer_unmap(This->wineD3DVertexBuffer);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
static HRESULT WINAPI IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
TRACE("iface %p.\n", iface);
return IDirect3DVertexBuffer7_Unlock(&This->IDirect3DVertexBuffer7_iface);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::ProcessVertices
*
* Processes untransformed Vertices into a transformed or optimized vertex
* buffer. It can also perform other operations, such as lighting or clipping
*
* Params
* VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
* DestIndex: Index in the destination buffer(This), where the vertices are
* placed
* Count: Number of Vertices in the Source buffer to process
* SrcBuffer: Source vertex buffer
* SrcIndex: Index of the first vertex in the src buffer to process
* D3DDevice: Device to use for transformation
* Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
* unchaned vertices
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
*
*****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
DWORD VertexOp, DWORD DestIndex, DWORD Count, IDirect3DVertexBuffer7 *SrcBuffer,
DWORD SrcIndex, IDirect3DDevice7 *D3DDevice, DWORD Flags)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
IDirect3DVertexBufferImpl *Src = unsafe_impl_from_IDirect3DVertexBuffer7(SrcBuffer);
IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
BOOL oldClip, doClip;
HRESULT hr;
TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
/* Vertex operations:
* D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
* in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
* D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
* D3DVOP_LIGHT: Lights the vertices
* D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
*
* WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
* are not implemented. Clipping is disabled ATM, because of unsure conditions.
*/
if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;
EnterCriticalSection(&ddraw_cs);
/* WineD3D doesn't know d3d7 vertex operation, it uses
* render states instead. Set the render states according to
* the vertex ops
*/
doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
wined3d_device_get_render_state(D3D->wined3d_device, WINED3DRS_CLIPPING, (DWORD *)&oldClip);
if (doClip != oldClip)
wined3d_device_set_render_state(D3D->wined3d_device, WINED3DRS_CLIPPING, doClip);
wined3d_device_set_stream_source(D3D->wined3d_device,
0, Src->wineD3DVertexBuffer, 0, get_flexible_vertex_size(Src->fvf));
wined3d_device_set_vertex_declaration(D3D->wined3d_device, Src->wineD3DVertexDeclaration);
hr = wined3d_device_process_vertices(D3D->wined3d_device, SrcIndex, DestIndex,
Count, This->wineD3DVertexBuffer, NULL, Flags, This->fvf);
/* Restore the states if needed */
if (doClip != oldClip)
wined3d_device_set_render_state(D3D->wined3d_device, WINED3DRS_CLIPPING, oldClip);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface,
DWORD VertexOp, DWORD DestIndex, DWORD Count, IDirect3DVertexBuffer *SrcBuffer,
DWORD SrcIndex, IDirect3DDevice3 *D3DDevice, DWORD Flags)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
IDirect3DVertexBufferImpl *Src = unsafe_impl_from_IDirect3DVertexBuffer(SrcBuffer);
IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
return IDirect3DVertexBuffer7_ProcessVertices(&This->IDirect3DVertexBuffer7_iface, VertexOp,
DestIndex, Count, &Src->IDirect3DVertexBuffer7_iface, SrcIndex, (IDirect3DDevice7 *)D3D,
Flags);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::GetVertexBufferDesc
*
* Returns the description of a vertex buffer
*
* Params:
* Desc: Address to write the description to
*
* Returns
* DDERR_INVALIDPARAMS if Desc is NULL
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
D3DVERTEXBUFFERDESC *Desc)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
struct wined3d_resource_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
TRACE("iface %p, desc %p.\n", iface, Desc);
if(!Desc) return DDERR_INVALIDPARAMS;
EnterCriticalSection(&ddraw_cs);
wined3d_resource = wined3d_buffer_get_resource(This->wineD3DVertexBuffer);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
LeaveCriticalSection(&ddraw_cs);
/* Now fill the Desc structure */
Desc->dwCaps = This->Caps;
Desc->dwFVF = This->fvf;
Desc->dwNumVertices = wined3d_desc.size / get_flexible_vertex_size(This->fvf);
return D3D_OK;
}
static HRESULT WINAPI IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface,
D3DVERTEXBUFFERDESC *Desc)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
TRACE("iface %p, desc %p.\n", iface, Desc);
return IDirect3DVertexBuffer7_GetVertexBufferDesc(&This->IDirect3DVertexBuffer7_iface, Desc);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Optimize
*
* Converts an unoptimized vertex buffer into an optimized buffer
*
* Params:
* D3DDevice: Device for which this buffer is optimized
* Flags: Not used, should be set to 0
*
* Returns
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface,
IDirect3DDevice7 *D3DDevice, DWORD Flags)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
static BOOL hide = FALSE;
TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
if (!hide)
{
FIXME("iface %p, device %p, flags %#x stub!\n", iface, D3DDevice, Flags);
hide = TRUE;
}
/* We could forward this call to WineD3D and take advantage
* of it once we use OpenGL vertex buffers
*/
EnterCriticalSection(&ddraw_cs);
This->Caps |= D3DVBCAPS_OPTIMIZED;
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
}
static HRESULT WINAPI IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface,
IDirect3DDevice3 *D3DDevice, DWORD Flags)
{
IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer(iface);
IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
return IDirect3DVertexBuffer7_Optimize(&This->IDirect3DVertexBuffer7_iface,
(IDirect3DDevice7 *)D3D, Flags);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::ProcessVerticesStrided
*
* This method processes untransformed strided vertices into a processed
* or optimized vertex buffer.
*
* For more details on the parameters, see
* IDirect3DVertexBuffer7::ProcessVertices
*
* Params:
* VertexOp: Operations to perform
* DestIndex: Destination index to write the vertices to
* Count: Number of input vertices
* StrideData: Array containing the input vertices
* VertexTypeDesc: Vertex Description or source index?????????
* D3DDevice: IDirect3DDevice7 to use for processing
* Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
*
* Returns
* D3D_OK on success, or DDERR_*
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
DWORD VertexOp,
DWORD DestIndex,
DWORD Count,
D3DDRAWPRIMITIVESTRIDEDDATA *StrideData,
DWORD VertexTypeDesc,
IDirect3DDevice7 *D3DDevice,
DWORD Flags)
{
FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, vertex_type %#x, device %p, flags %#x stub!\n",
iface, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3DDevice, Flags);
return DD_OK;
}
/*****************************************************************************
* The VTables
*****************************************************************************/
static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl =
{
/*** IUnknown Methods ***/
IDirect3DVertexBufferImpl_QueryInterface,
IDirect3DVertexBufferImpl_AddRef,
IDirect3DVertexBufferImpl_Release,
/*** IDirect3DVertexBuffer Methods ***/
IDirect3DVertexBufferImpl_Lock,
IDirect3DVertexBufferImpl_Unlock,
IDirect3DVertexBufferImpl_ProcessVertices,
IDirect3DVertexBufferImpl_GetVertexBufferDesc,
IDirect3DVertexBufferImpl_Optimize,
/*** IDirect3DVertexBuffer7 Methods ***/
IDirect3DVertexBufferImpl_ProcessVerticesStrided
};
static const struct IDirect3DVertexBufferVtbl d3d_vertex_buffer1_vtbl =
{
/*** IUnknown Methods ***/
IDirect3DVertexBufferImpl_1_QueryInterface,
IDirect3DVertexBufferImpl_1_AddRef,
IDirect3DVertexBufferImpl_1_Release,
/*** IDirect3DVertexBuffer Methods ***/
IDirect3DVertexBufferImpl_1_Lock,
IDirect3DVertexBufferImpl_1_Unlock,
IDirect3DVertexBufferImpl_1_ProcessVertices,
IDirect3DVertexBufferImpl_1_GetVertexBufferDesc,
IDirect3DVertexBufferImpl_1_Optimize
};
HRESULT d3d_vertex_buffer_create(IDirect3DVertexBufferImpl **vertex_buf, IDirectDrawImpl *ddraw,
D3DVERTEXBUFFERDESC *desc)
{
IDirect3DVertexBufferImpl *buffer;
DWORD usage;
HRESULT hr = D3D_OK;
TRACE("Vertex buffer description:\n");
TRACE(" dwSize %u\n", desc->dwSize);
TRACE(" dwCaps %#x\n", desc->dwCaps);
TRACE(" FVF %#x\n", desc->dwFVF);
TRACE(" dwNumVertices %u\n", desc->dwNumVertices);
buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*buffer));
if (!buffer)
return DDERR_OUTOFMEMORY;
buffer->IDirect3DVertexBuffer7_iface.lpVtbl = &d3d_vertex_buffer7_vtbl;
buffer->IDirect3DVertexBuffer_iface.lpVtbl = &d3d_vertex_buffer1_vtbl;
buffer->ref = 1;
buffer->ddraw = ddraw;
buffer->Caps = desc->dwCaps;
buffer->fvf = desc->dwFVF;
usage = desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0;
usage |= WINED3DUSAGE_STATICDECL;
EnterCriticalSection(&ddraw_cs);
hr = wined3d_buffer_create_vb(ddraw->wined3d_device,
get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices,
usage, desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT,
buffer, &ddraw_null_wined3d_parent_ops, &buffer->wineD3DVertexBuffer);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
if (hr == WINED3DERR_INVALIDCALL)
hr = DDERR_INVALIDPARAMS;
goto end;
}
buffer->wineD3DVertexDeclaration = ddraw_find_decl(ddraw, desc->dwFVF);
if (!buffer->wineD3DVertexDeclaration)
{
ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
wined3d_buffer_decref(buffer->wineD3DVertexBuffer);
hr = DDERR_INVALIDPARAMS;
goto end;
}
wined3d_vertex_declaration_incref(buffer->wineD3DVertexDeclaration);
end:
LeaveCriticalSection(&ddraw_cs);
if (hr == D3D_OK)
*vertex_buf = buffer;
else
HeapFree(GetProcessHeap(), 0, buffer);
return hr;
}
IDirect3DVertexBufferImpl *unsafe_impl_from_IDirect3DVertexBuffer(IDirect3DVertexBuffer *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d_vertex_buffer1_vtbl);
return impl_from_IDirect3DVertexBuffer(iface);
}
IDirect3DVertexBufferImpl *unsafe_impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d_vertex_buffer7_vtbl);
return impl_from_IDirect3DVertexBuffer7(iface);
}