Sweden-Number/dlls/wined3d/vertexbuffer.c

553 lines
23 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
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
/* *******************************************
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 %d\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 %d\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 fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
int i;
float x, y, z, w;
for(i = num - 1; i >= 0; i--) {
if(haspos) {
float *p = (float *) (((int) src + (int) pos) + i * stride);
/* 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) dst + i * stride + (int) pos);
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
if(hasdiffuse) {
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + 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 */
}
if(hasspecular) {
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
/* Similar to diffuse
* TODO: Write the alpha value out for fog coords
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
}
}
}
inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
{
WineDirect3DVertexStridedData strided;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again.
*/
if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
return FALSE;
}
memset(&strided, 0, sizeof(strided));
/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
* time. Rules are as follows:
*
* -> No modification when Vertex Shaders are used
* -> Fix up position1 and position 2 if they are XYZRHW
* -> Fix up diffuse color
* -> Fix up specular color
*
* The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
* are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
* often PreLoad stops converting entirely and falls back to drawStridedSlow).
*
* Reconvert if:
* -> New semantics that have to be converted appear
* -> The position of semantics that have to be converted changes
* -> The stride of the vertex changed AND there is stuff that needs conversion
* -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
*
* Return values:
* TRUE: Reload is needed
* FALSE: otherwise
*/
if(device->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *) device->stateBlock->vertexShader)->baseShader.function) {
/* Assume no conversion */
memset(&strided, 0, sizeof(strided));
} else {
/* we need a copy because we modify some params */
memcpy(&strided, &device->strided_streams, sizeof(strided));
/* Filter out data that does not come from this VBO */
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));
}
/* Filter out data that does not come from this VBO */
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));
/* We have a declaration now in the buffer */
This->Flags |= VBFLAG_HASDESC;
/* Find out if reload is needed
* Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
*
* If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
* and does not exist now all 3 values will be equal(=0).
*
* Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
* data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
* buffers at the same time and get the position from one and the color from the other buffer.
*/
if( /* Position transformed vs untransformed */
((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
/* Diffuse position and data type */
This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
/* Specular position and data type */
This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
TRACE("Declaration changed, reloading buffer\n");
/* Set the new description */
memcpy(&This->strided, &strided, sizeof(strided));
return TRUE;
}
return FALSE;
}
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
BYTE *data;
UINT start = 0, end = 0, stride = 0;
BOOL declChanged = FALSE;
TRACE("(%p)->()\n", This);
if(This->Flags & VBFLAG_LOAD) {
return; /* Already doing that stuff */
}
if(!This->vbo) {
/* TODO: Make converting independent from VBOs */
return; /* Not doing any conversion */
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if(This->resource.wineD3DDevice->isInDraw && This->Flags & VBFLAG_STREAM) {
declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
} else if(This->Flags & VBFLAG_HASDESC) {
/* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
* the stream source state handler will call PreLoad again and the change will be cought
*/
} else {
/* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
* now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
* declaration for the buffer can be found
*/
return;
}
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too much
* of them(and thus stop converting)
*/
if(declChanged) {
This->declChanges++;
This->draws = 0;
if(This->declChanges > VB_MAXDECLCHANGES) {
if(This->resource.allocatedMemory) {
FIXME("Too much declaration changes, stopping converting\n");
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
/* The stream source state handler might have read the memory of the vertex buffer already
* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
* rarely
*/
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_STREAMSRC);
return;
}
/* Otherwise do not bother to release the VBO. If we're doing direct locking now,
* and the declarations changed the code below will fetch the VBO's contents, convert
* and on the next decl change the data will be in sysmem too and we can just release the VBO
*/
}
} else {
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
* decl changes and reset the decl change count after a specific number of them
*/
This->draws++;
if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
}
if(declChanged) {
/* The declaration changed, reload the whole buffer */
WARN("Reloading buffer because of decl change\n");
start = 0;
end = This->resource.size;
} else if(This->Flags & VBFLAG_DIRTY) {
/* No decl change, but dirty data, reload the changed stuff */
start = This->dirtystart;
end = This->dirtyend;
} else {
/* Desc not changed, buffer not dirty, nothing to do :-) */
return;
}
/* Mark the buffer clean */
This->Flags &= ~VBFLAG_DIRTY;
This->dirtystart = 0;
This->dirtyend = 0;
/* If there was no conversion done before, then resource.allocatedMemory does not exist
* because locking was done directly into the VBO. In this case get the data out
*/
if(declChanged && !This->resource.allocatedMemory) {
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
if(!This->resource.allocatedMemory) {
ERR("Out of memory when allocating memory for a vertex buffer\n");
return;
}
ERR("Was locking directly into the VBO, reading data back because conv is needed\n");
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB));
if(!data) {
ERR("glMapBuffer failed!\n");
LEAVE_GL();
return;
}
memcpy(This->resource.allocatedMemory, data, This->resource.size);
GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
}
if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
else {
/* That means that there is nothing to fixup. Upload everything into the VBO and
* free This->resource.allocatedMemory
*/
TRACE("No conversion needed, locking directly into the VBO in future\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();
return;
}
/* OK, we have the original data from the app, the description of the buffer and the dirty area.
* so convert the stuff
*/
data = HeapAlloc(GetProcessHeap(), 0, end-start);
if(!data) {
ERR("Out of memory\n");
return;
}
memcpy(data, This->resource.allocatedMemory + start, end - start);
fixup_vertices(data, data, stride, ( end - start) / stride,
/* Position */
This->strided.u.s.position.lpData, /* Data location */
This->strided.u.s.position_transformed, /* Do convert? */
/* Diffuse color */
This->strided.u.s.diffuse.lpData, /* Location */
This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
/* specular color */
This->strided.u.s.specular.lpData, /* location */
This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
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();
HeapFree(GetProcessHeap(), 0, data);
}
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, %08x\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 = 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 & WINED3DLOCK_DISCARD) ) {
mode = GL_WRITE_ONLY_ARB;
} else if( Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_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();
}
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;
}