579 lines
15 KiB
C
579 lines
15 KiB
C
/* Direct3D ExecuteBuffer
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(c) 1998 Lionel ULMER
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This files contains the implementation of Direct3DExecuteBuffer. */
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#include "config.h"
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#include "windows.h"
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#include "wintypes.h"
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#include "winerror.h"
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#include "interfaces.h"
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#include "heap.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debug.h"
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#include "d3d_private.h"
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#ifdef HAVE_MESAGL
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static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
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/*******************************************************************************
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* ExecuteBuffer static functions
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*/
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void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
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}
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void _dump_executedata(LPD3DEXECUTEDATA lpData) {
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DUMP("dwSize : %ld\n", lpData->dwSize);
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DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
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DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
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DUMP("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
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_dump_d3dstatus(&(lpData->dsStatus));
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}
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#define DO_VERTEX(index) \
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glNormal3f(tvert[index].nx.nx, \
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tvert[index].ny.ny, \
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tvert[index].nz.nz); \
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glVertex3f(tvert[index].x.x, \
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tvert[index].y.y, \
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tvert[index].z.z);
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static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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LPDIRECT3DDEVICE dev,
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LPDIRECT3DVIEWPORT vp) {
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DWORD bs = lpBuff->desc.dwBufferSize;
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DWORD vs = lpBuff->data.dwVertexOffset;
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DWORD vc = lpBuff->data.dwVertexCount;
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DWORD is = lpBuff->data.dwInstructionOffset;
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DWORD il = lpBuff->data.dwInstructionLength;
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unsigned char *instr = lpBuff->desc.lpData + is;
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LPD3DVERTEX vert = (LPD3DVERTEX) (lpBuff->desc.lpData + vs);
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LPD3DVERTEX tvert = lpBuff->vertex_data;
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OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
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TRACE(ddraw, "ExecuteData : \n");
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_dump_executedata(&(lpBuff->data));
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while (1) {
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LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
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BYTE size;
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WORD count;
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count = current->wCount;
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size = current->bSize;
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instr += sizeof(D3DINSTRUCTION);
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switch (current->bOpcode) {
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case D3DOP_POINT: {
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TRACE(ddraw, "POINT-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_LINE: {
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TRACE(ddraw, "LINE-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_TRIANGLE: {
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int i;
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TRACE(ddraw, "TRIANGLE (%d)\n", count);
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/* Use given matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity(); /* The model transformation was done during the
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((float *) odev->proj_mat);
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glMultMatrixf((float *) odev->view_mat);
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for (i = 0; i < count; i++) {
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LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
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TRACE(ddraw, " v1: %d v2: %d v3: %d\n",
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ci->v1.v1, ci->v2.v2, ci->v3.v3);
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TRACE(ddraw, " Flags : ");
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if (TRACE_ON(ddraw)) {
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/* Wireframe */
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
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DUMP("EDGEENABLE1 ");
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
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DUMP("EDGEENABLE2 ");
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
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DUMP("EDGEENABLE3 ");
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/* Strips / Fans */
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if (ci->wFlags == D3DTRIFLAG_EVEN)
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DUMP("EVEN ");
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if (ci->wFlags == D3DTRIFLAG_ODD)
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DUMP("ODD ");
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if (ci->wFlags == D3DTRIFLAG_START)
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DUMP("START ");
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if ((ci->wFlags > 0) && (ci->wFlags < 30))
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DUMP("STARTFLAT(%d) ", ci->wFlags);
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DUMP("\n");
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}
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glBegin(GL_TRIANGLES); {
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DO_VERTEX(ci->v1.v1);
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DO_VERTEX(ci->v2.v2);
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DO_VERTEX(ci->v3.v3);
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} glEnd();
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instr += size;
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}
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} break;
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case D3DOP_MATRIXLOAD: {
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TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_MATRIXMULTIPLY: {
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int i;
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TRACE(ddraw, "MATRIXMULTIPLY (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
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LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
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LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
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LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
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TRACE(ddraw, " Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
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ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
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/* Do the multiplication..
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As I am VERY lazy, I let OpenGL do the multiplication for me */
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glMatrixMode(GL_PROJECTION);
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/* Save the current matrix */
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glPushMatrix();
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/* Load Matrix one and do the multiplication */
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glLoadMatrixf((float *) ci->hSrcMatrix1);
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glMultMatrixf((float *) ci->hSrcMatrix2);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *) ci->hDestMatrix);
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/* Restore the current matrix */
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glPopMatrix();
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instr += size;
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}
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} break;
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case D3DOP_STATETRANSFORM: {
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int i;
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TRACE(ddraw, "STATETRANSFORM (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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/* Handle the state transform */
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switch (ci->t.dtstTransformStateType) {
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case D3DTRANSFORMSTATE_WORLD: {
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TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
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odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
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} break;
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case D3DTRANSFORMSTATE_VIEW: {
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TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
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odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
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} break;
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case D3DTRANSFORMSTATE_PROJECTION: {
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TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
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odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
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} break;
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default:
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ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
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break;
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}
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instr += size;
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}
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} break;
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case D3DOP_STATELIGHT: {
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int i;
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TRACE(ddraw, "STATELIGHT (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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/* Handle the state transform */
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switch (ci->t.dlstLightStateType) {
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case D3DLIGHTSTATE_MATERIAL: {
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LPDIRECT3DMATERIAL mat = (LPDIRECT3DMATERIAL) ci->v.dwArg[0];
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TRACE(ddraw, " MATERIAL\n");
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if (mat != NULL) {
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mat->activate(mat);
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} else {
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TRACE(ddraw, " bad Material Handle\n");
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}
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} break ;
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case D3DLIGHTSTATE_AMBIENT: {
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float light[4];
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DWORD dwLightState = ci->v.dwArg[0];
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TRACE(ddraw, " AMBIENT\n");
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light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
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light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
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light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
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light[3] = 1.0;
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
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TRACE(ddraw, " R:%02lx G:%02lx B:%02lx A:%02lx\n",
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((dwLightState >> 16) & 0xFF),
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((dwLightState >> 8) & 0xFF),
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((dwLightState >> 0) & 0xFF),
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((dwLightState >> 24) & 0xFF));
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} break ;
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case D3DLIGHTSTATE_COLORMODEL: {
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TRACE(ddraw, " COLORMODEL\n");
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} break ;
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case D3DLIGHTSTATE_FOGMODE: {
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TRACE(ddraw, " FOGMODE\n");
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} break ;
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case D3DLIGHTSTATE_FOGSTART: {
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TRACE(ddraw, " FOGSTART\n");
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} break ;
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case D3DLIGHTSTATE_FOGEND: {
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TRACE(ddraw, " FOGEND\n");
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} break ;
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case D3DLIGHTSTATE_FOGDENSITY: {
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TRACE(ddraw, " FOGDENSITY\n");
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} break ;
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default:
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ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
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break;
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}
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instr += size;
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}
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} break;
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case D3DOP_STATERENDER: {
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int i;
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TRACE(ddraw, "STATERENDER (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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/* Handle the state transform */
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set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
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instr += size;
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}
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} break;
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case D3DOP_PROCESSVERTICES: {
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int i;
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TRACE(ddraw, "PROCESSVERTICES (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
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TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n",
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ci->wStart, ci->wDest, ci->dwCount);
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TRACE(ddraw, " Flags : ");
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if (TRACE_ON(ddraw)) {
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if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
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DUMP("COPY ");
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if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
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DUMP("NOCOLOR ");
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if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
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DUMP("OPMASK ");
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if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
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DUMP("TRANSFORM ");
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if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
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DUMP("TRANSFORMLIGHT ");
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if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
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DUMP("UPDATEEXTENTS ");
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DUMP("\n");
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}
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/* This is where doing Direct3D on top on OpenGL is quite difficult.
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This method transforms a set of vertices using the CURRENT state
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(lighting, projection, ...) but does not rasterize them.
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They will oinly be put on screen later (with the POINT / LINE and
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TRIANGLE op-codes). The problem is that you can have a triangle
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with each point having been transformed using another state...
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In this implementation, I will emulate only ONE thing : each
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vertex can have its own "WORLD" transformation (this is used in the
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TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
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execute buffer use the same state.
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If I find applications that change other states, I will try to do a
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more 'fine-tuned' state emulation (but I may become quite tricky if
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it changes a light position in the middle of a triangle).
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In this case, a 'direct' approach (i.e. without using OpenGL, but
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writing our own 3D rasterizer) would be easier. */
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/* The current method (with the hypothesis that only the WORLD matrix
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will change between two points) is like this :
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- I transform 'manually' all the vertices with the current WORLD
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matrix and store them in the vertex buffer
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- during the rasterization phase, the WORLD matrix will be set to
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the Identity matrix */
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/* Enough for the moment */
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if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
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/* Enable lighting, so that when the rasterization will take place,
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the correct LIGHTING state is active. */
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glEnable(GL_LIGHTING);
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/* */
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}
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instr += size;
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}
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} break;
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case D3DOP_TEXTURELOAD: {
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TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_EXIT: {
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TRACE(ddraw, "EXIT (%d)\n", count);
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/* We did this instruction */
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instr += size;
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/* Exit this loop */
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goto end_of_buffer;
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} break;
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case D3DOP_BRANCHFORWARD: {
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TRACE(ddraw, "BRANCHFORWARD-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_SPAN: {
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TRACE(ddraw, "SPAN-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_SETSTATUS: {
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TRACE(ddraw, "SETSTATUS-s (%d)\n", count);
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instr += count * size;
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} break;
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default:
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ERR(ddraw, "Unhandled OpCode !!!\n");
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/* Try to save ... */
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instr += count * size;
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break;
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}
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}
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end_of_buffer:
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}
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/*******************************************************************************
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* ExecuteBuffer Creation functions
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*/
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LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
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{
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LPDIRECT3DEXECUTEBUFFER eb;
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eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer));
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eb->ref = 1;
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eb->lpvtbl = &executebuffer_vtable;
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eb->d3ddev = d3ddev;
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/* Initializes memory */
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eb->desc = *lpDesc;
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/* No buffer given */
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if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
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eb->desc.lpData = NULL;
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/* No buffer size given */
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if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
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eb->desc.dwBufferSize = 0;
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/* Create buffer if asked */
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if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
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eb->need_free = TRUE;
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eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
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} else {
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eb->need_free = FALSE;
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}
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/* No vertices for the moment */
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eb->vertex_data = NULL;
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eb->desc.dwFlags |= D3DDEB_LPDATA;
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eb->execute = execute;
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return eb;
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}
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/*******************************************************************************
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* IDirect3DLight methods
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*/
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static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this,
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REFIID riid,
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LPVOID* ppvObj)
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{
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char xrefiid[50];
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WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
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FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
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return S_OK;
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}
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static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this)
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{
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TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
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return ++(this->ref);
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}
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static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this)
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{
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FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
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if (!--(this->ref)) {
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if ((this->desc.lpData != NULL) && this->need_free)
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HeapFree(GetProcessHeap(),0,this->desc.lpData);
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if (this->vertex_data != NULL)
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HeapFree(GetProcessHeap(),0,this->vertex_data);
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HeapFree(GetProcessHeap(),0,this);
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return 0;
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}
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return this->ref;
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}
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static HRESULT WINAPI IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this,
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LPDIRECT3DDEVICE lpDirect3DDevice,
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LPD3DEXECUTEBUFFERDESC lpDesc)
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{
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FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this,
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LPD3DEXECUTEBUFFERDESC lpDesc)
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{
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TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc);
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/* Copies the buffer description */
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*lpDesc = this->desc;
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this)
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{
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TRACE(ddraw, "(%p)->()\n", this);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
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LPD3DEXECUTEDATA lpData)
|
|
{
|
|
DWORD nbvert;
|
|
|
|
TRACE(ddraw, "(%p)->(%p)\n", this, lpData);
|
|
|
|
this->data = *lpData;
|
|
|
|
/* Get the number of vertices in the execute buffer */
|
|
nbvert = this->data.dwVertexCount;
|
|
|
|
/* Prepares the transformed vertex buffer */
|
|
if (this->vertex_data != NULL)
|
|
HeapFree(GetProcessHeap(), 0, this->vertex_data);
|
|
this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(D3DVERTEX));
|
|
|
|
|
|
if (TRACE_ON(ddraw)) {
|
|
_dump_executedata(lpData);
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
|
|
LPD3DEXECUTEDATA lpData)
|
|
{
|
|
TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData);
|
|
|
|
*lpData = this->data;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this,
|
|
LPDWORD lpdwOffset,
|
|
LPD3DVALIDATECALLBACK lpFunc,
|
|
LPVOID lpUserArg,
|
|
DWORD dwReserved)
|
|
{
|
|
TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this,
|
|
DWORD dwReserved)
|
|
{
|
|
TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
|
|
/*******************************************************************************
|
|
* IDirect3DLight VTable
|
|
*/
|
|
static IDirect3DExecuteBuffer_VTable executebuffer_vtable = {
|
|
/*** IUnknown methods ***/
|
|
IDirect3DExecuteBuffer_QueryInterface,
|
|
IDirect3DExecuteBuffer_AddRef,
|
|
IDirect3DExecuteBuffer_Release,
|
|
/*** IDirect3DExecuteBuffer methods ***/
|
|
IDirect3DExecuteBuffer_Initialize,
|
|
IDirect3DExecuteBuffer_Lock,
|
|
IDirect3DExecuteBuffer_Unlock,
|
|
IDirect3DExecuteBuffer_SetExecuteData,
|
|
IDirect3DExecuteBuffer_GetExecuteData,
|
|
IDirect3DExecuteBuffer_Validate,
|
|
IDirect3DExecuteBuffer_Optimize
|
|
};
|
|
|
|
#endif /* HAVE_MESAGL */
|