458 lines
20 KiB
C
458 lines
20 KiB
C
/*
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* IWineD3DVertexBuffer Implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DVertexBuffer IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
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if (ref == 0) {
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if(This->vbo) {
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVertexBuffer IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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TRACE("(%p)->()\n", This);
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if(This->Flags & VBFLAG_LOAD) {
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return; /* Already doing that stuff */
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}
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if(!This->resource.allocatedMemory) {
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TRACE("Locking directly into VBO, nothing to do\n");
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return; /* Direct lock into the VBO */
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}
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if(This->vbo) {
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
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BYTE *data;
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UINT i;
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UINT start = 0, end = 0, stride = 0;
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if(This->Flags & VBFLAG_DIRTY) {
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/* Update the old buffer on unlock, use the old desc */
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start = This->dirtystart;
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end = This->dirtyend;
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memcpy(&strided, &This->strided, sizeof(strided));
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if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
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else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
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else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup, just override previously modified data */
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fixup = FALSE;
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}
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if(stride) fixup = TRUE;
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} else {
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/* Keep this in sync with drawPrimitive in drawprim.c */
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if (device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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&&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
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&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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/* Using shaders? No conversion needed, the shaders handle this */
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TRACE("Using vertex shaders, not doing any vertex conversion\n");
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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/* Lock directly into the VBO in the future */
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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This->Flags &= ~VBFLAG_DIRTY;
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return;
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}
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/* The code below reads the FVF / Vertex Declaration to find out which bits we have to convert
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* Basically I can't see any reason why it can't change from DrawPrimitive to DrawPrimitive call
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* from the DX api, but I think no sane game will do that. Reading the vertex declaration is quite
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* complex, and we should save as much CPU time as possible. So read it only once ans assume that
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* it doesn't change silently. I expect Windows D3D drivers to depend on that too
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*/
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if(This->Flags & VBFLAG_HASDESC) return;
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/* Check against updated declarations */
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memset(&strided, 0, sizeof(strided));
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if(device->stateBlock->vertexDecl != NULL) {
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/* Check against the stream offset and make sure it is 0 */
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This->Flags |= VBFLAG_LOAD;
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
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useVertexShaderFunction,
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&strided,
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0,
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&fixup);
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This->Flags &= ~VBFLAG_LOAD;
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/* Only take care for stuff that is in this buffer, well, only the stuff that is interesting */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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} else {
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if(!(This->Flags & VBFLAG_STREAM) ) {
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TRACE("No vertex decl used and buffer is not bound to a stream, nothing to do\n");
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return;
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}
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This->Flags |= VBFLAG_LOAD;
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primitiveConvertFVFtoOffset(device->stateBlock->fvf,
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device->stateBlock->streamStride[This->stream],
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NULL,
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&strided,
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This->vbo);
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This->Flags &= ~VBFLAG_LOAD;
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}
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/* If any data that needs conversion has changed we have to reload the whole buffer */
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if( ( (This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
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This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
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!((This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData && This->strided.u.s.diffuse.dwType == strided.u.s.diffuse.dwType) || strided.u.s.diffuse.VBO != This->vbo) ||
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!((This->strided.u.s.specular.lpData == strided.u.s.specular.lpData && This->strided.u.s.specular.dwType == strided.u.s.specular.dwType)|| strided.u.s.specular.VBO != This->vbo) ) {
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start = 0;
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end = This->resource.size;
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fixup = TRUE;
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if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
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else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
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else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup, just override previously modified data */
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fixup = FALSE;
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}
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memcpy(&This->strided, &strided, sizeof(strided));
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} else {
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TRACE("No declaration change\n");
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/* nothing to do - the old data is correct*/
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return;
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}
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This->Flags |= VBFLAG_HASDESC;
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}
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if(end == 0) {
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TRACE("Buffer not dirty, nothing to do\n");
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This->Flags &= ~VBFLAG_DIRTY;
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return;
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}
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TRACE("Loading buffer\n");
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if(fixup) {
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data = HeapAlloc(GetProcessHeap(), 0, end-start);
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if(!data) {
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ERR("Out of memory\n");
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return;
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}
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memcpy(data, This->resource.allocatedMemory + start, end - start);
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for(i = 0; i < ( end - start) / stride; i++) {
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if(strided.u.s.position_transformed) {
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float *p = (float *) (((int) This->resource.allocatedMemory +
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(int) strided.u.s.position.lpData) + start + i * stride);
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float x, y, z, w;
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/* rhw conversion like in drawStridedSlow */
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if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
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x = p[0];
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y = p[1];
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z = p[2];
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w = 1.0;
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} else {
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w = 1.0 / p[3];
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x = p[0] * w;
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y = p[1] * w;
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z = p[2] * w;
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}
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p = (float *) ((int) data + i * stride + (int) strided.u.s.position.lpData);
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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if(strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR) {
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DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.diffuse.lpData);
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srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.diffuse.lpData) + start + i * stride);
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*
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* 0xff000000: Alpha mask
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* 0x00ff0000: Blue mask
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* 0x0000ff00: Green mask
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* 0x000000ff: Red mask
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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} else if (strided.u.s.diffuse.lpData != NULL) {
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FIXME("Type is %ld\n", strided.u.s.diffuse.dwType);
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}
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if(strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) {
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DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.specular.lpData);
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srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.specular.lpData) + start + i * stride);
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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}
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} else {
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data = This->resource.allocatedMemory + start;
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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if(fixup) {
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HeapFree(GetProcessHeap(), 0, data);
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} else if(This->Flags & VBFLAG_HASDESC) {
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/* Free the allocated memory, then Lock will directly lock into the
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* VBO the next time :-)
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*/
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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}
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}
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This->Flags &= ~VBFLAG_DIRTY;
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
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****************************************************** */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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BYTE *data;
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TRACE("(%p)->%d, %d, %p, %08lx\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
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InterlockedIncrement(&This->lockcount);
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if(This->Flags & VBFLAG_DIRTY) {
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if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
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if(SizeToLock) {
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if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
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} else {
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This->dirtyend = This->resource.size;
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}
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} else {
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This->dirtystart = OffsetToLock;
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if(SizeToLock)
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This->dirtyend = OffsetToLock + SizeToLock;
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else
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This->dirtyend = OffsetToLock + This->resource.size;
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}
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if(This->resource.allocatedMemory) {
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data = This->resource.allocatedMemory;
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This->Flags |= VBFLAG_DIRTY;
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} else {
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GLenum mode = GL_READ_WRITE_ARB;
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/* Return data to the VBO */
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TRACE("Locking directly into the buffer\n");
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if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) {
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mode = GL_WRITE_ONLY_ARB;
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} else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) {
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mode = GL_READ_ONLY_ARB;
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
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LEAVE_GL();
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if(!data) {
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ERR("glMapBuffer failed\n");
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return WINED3DERR_INVALIDCALL;
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}
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}
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*ppbData = data + OffsetToLock;
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TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
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/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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LONG lockcount;
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TRACE("(%p)\n", This);
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lockcount = InterlockedDecrement(&This->lockcount);
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if(lockcount > 0) {
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/* Delay loading the buffer until everything is unlocked */
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TRACE("Ignoring the unlock\n");
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return D3D_OK;
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}
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if(!This->resource.allocatedMemory) {
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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} else {
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IWineD3DVertexBufferImpl_PreLoad(iface);
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}
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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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;
|
|
}
|