Sweden-Number/dlls/d3d8/vertexbuffer.c

182 lines
7.3 KiB
C

/*
* IDirect3DResource8 implementation
*
* Copyright 2002 Jason Edmeades
*
* 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 <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* IDirect3DResource IUnknown parts follow: */
HRESULT WINAPI IDirect3DVertexBuffer8Impl_QueryInterface(LPDIRECT3DVERTEXBUFFER8 iface, REFIID riid, LPVOID *ppobj)
{
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DVertexBuffer8)) {
IDirect3DVertexBuffer8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRef(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DVertexBuffer8Impl_Release(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0 && 0 == This->refInt) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
HeapFree(GetProcessHeap(), 0, This);
} else if (0 == ref) {
WARN("(%p) : The application failed to set Stream source to NULL before releasing the vertex shader, leak\n", This);
}
return ref;
}
ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRefInt(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
ULONG refInt = InterlockedIncrement(&This->refInt);
TRACE("(%p) : AddRefInt from %ld\n", This, refInt - 1);
return refInt;
}
ULONG WINAPI IDirect3DVertexBuffer8Impl_ReleaseInt(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
ULONG refInt = InterlockedDecrement(&This->refInt);
TRACE("(%p) : ReleaseRefInt to %ld\n", This, refInt);
if (0 == This->ref && 0 == refInt) {
WARN("(%p) : Cleaning up after the calling application failed to release the stream source properly\n", This);
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
HeapFree(GetProcessHeap(), 0, This);
}
return refInt;
}
/* IDirect3DResource Interface follow: */
HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDevice(LPDIRECT3DVERTEXBUFFER8 iface, IDirect3DDevice8** ppDevice) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p) : returning %p\n", This, This->Device);
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
IDirect3DDevice8Impl_AddRef(*ppDevice);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexBuffer8Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexBuffer8Impl_FreePrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
FIXME("(%p) : stub\n", This); return D3D_OK;
}
DWORD WINAPI IDirect3DVertexBuffer8Impl_SetPriority(LPDIRECT3DVERTEXBUFFER8 iface, DWORD PriorityNew) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
FIXME("(%p) : stub\n", This); return D3D_OK;
}
DWORD WINAPI IDirect3DVertexBuffer8Impl_GetPriority(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
FIXME("(%p) : stub\n", This); return D3D_OK;
}
void WINAPI IDirect3DVertexBuffer8Impl_PreLoad(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
FIXME("(%p) : stub\n", This);
}
D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer8Impl_GetType(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p) : returning %d\n", This, This->ResourceType);
return This->ResourceType;
}
/* IDirect3DVertexBuffer8 */
HRESULT WINAPI IDirect3DVertexBuffer8Impl_Lock(LPDIRECT3DVERTEXBUFFER8 iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, This->allocatedMemory + OffsetToLock, This->allocatedMemory, OffsetToLock);
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
*ppbData = This->allocatedMemory + OffsetToLock;
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexBuffer8Impl_Unlock(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8 iface, D3DVERTEXBUFFER_DESC *pDesc) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p)\n", This);
pDesc->Format = This->currentDesc.Format;
pDesc->Type = This->currentDesc.Type;
pDesc->Usage = This->currentDesc.Usage;
pDesc->Pool = This->currentDesc.Pool;
pDesc->Size = This->currentDesc.Size;
pDesc->FVF = This->currentDesc.FVF;
return D3D_OK;
}
const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl =
{
IDirect3DVertexBuffer8Impl_QueryInterface,
IDirect3DVertexBuffer8Impl_AddRef,
IDirect3DVertexBuffer8Impl_Release,
IDirect3DVertexBuffer8Impl_GetDevice,
IDirect3DVertexBuffer8Impl_SetPrivateData,
IDirect3DVertexBuffer8Impl_GetPrivateData,
IDirect3DVertexBuffer8Impl_FreePrivateData,
IDirect3DVertexBuffer8Impl_SetPriority,
IDirect3DVertexBuffer8Impl_GetPriority,
IDirect3DVertexBuffer8Impl_PreLoad,
IDirect3DVertexBuffer8Impl_GetType,
IDirect3DVertexBuffer8Impl_Lock,
IDirect3DVertexBuffer8Impl_Unlock,
IDirect3DVertexBuffer8Impl_GetDesc
};