604 lines
22 KiB
C
604 lines
22 KiB
C
/* Direct3D Vertex Buffer
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* Copyright (c) 2002 Lionel ULMER
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* Copyright (c) 2006 Stefan DÖSINGER
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*
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* This file contains the implementation of Direct3DVertexBuffer COM object
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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 "wine/port.h"
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#include "ddraw_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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/*****************************************************************************
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* IUnknown Methods
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*****************************************************************************/
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/*****************************************************************************
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* IDirect3DVertexBuffer7::QueryInterface
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*
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* The QueryInterface Method for Vertex Buffers
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* For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
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*
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* Params
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* riid: Queryied Interface id
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* obj: Address to return the interface pointer
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*
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* Returns:
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* S_OK on success
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* E_NOINTERFACE if the interface wasn't found
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface,
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REFIID riid,
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void **obj)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
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/* By default, set the object pointer to NULL */
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*obj = NULL;
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if ( IsEqualGUID( &IID_IUnknown, riid ) )
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{
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IUnknown_AddRef(iface);
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*obj = iface;
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TRACE(" Creating IUnknown interface at %p.\n", *obj);
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return S_OK;
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}
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if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
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{
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IUnknown_AddRef(iface);
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*obj = &This->IDirect3DVertexBuffer_vtbl;
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TRACE(" Creating IDirect3DVertexBuffer interface %p\n", *obj);
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return S_OK;
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}
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if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
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{
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IUnknown_AddRef(iface);
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*obj = iface;
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TRACE(" Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
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return S_OK;
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}
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FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
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return E_NOINTERFACE;
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}
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static HRESULT WINAPI IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface,
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REFIID riid, void **obj)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
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return IDirect3DVertexBuffer7_QueryInterface((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), riid, obj);
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::AddRef
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*
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* AddRef for Vertex Buffers
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*
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* Returns:
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("%p increasing refcount to %u.\n", This, ref);
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return ref;
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}
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static ULONG WINAPI IDirect3DVertexBufferImpl_1_AddRef(IDirect3DVertexBuffer *iface)
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{
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TRACE("iface %p.\n", iface);
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return IDirect3DVertexBuffer7_AddRef((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Release
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*
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* Release for Vertex Buffers
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*
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* Returns:
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("%p decreasing refcount to %u.\n", This, ref);
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if (ref == 0)
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{
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IWineD3DBuffer *curVB = NULL;
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UINT offset, stride;
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EnterCriticalSection(&ddraw_cs);
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/* D3D7 Vertex buffers don't stay bound in the device, they are passed as a parameter
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* to drawPrimitiveVB. DrawPrimitiveVB sets them as the stream source in wined3d,
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* and they should get unset there before they are destroyed
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*/
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IWineD3DDevice_GetStreamSource(This->ddraw->wineD3DDevice,
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0 /* Stream number */,
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&curVB,
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&offset,
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&stride);
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if(curVB == This->wineD3DVertexBuffer)
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{
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IWineD3DDevice_SetStreamSource(This->ddraw->wineD3DDevice,
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0 /* Steam number */,
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NULL /* stream data */,
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0 /* Offset */,
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0 /* stride */);
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}
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if(curVB)
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{
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IWineD3DBuffer_Release(curVB); /* For the GetStreamSource */
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}
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IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
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IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
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LeaveCriticalSection(&ddraw_cs);
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HeapFree(GetProcessHeap(), 0, This);
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return 0;
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}
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return ref;
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}
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static ULONG WINAPI IDirect3DVertexBufferImpl_1_Release(IDirect3DVertexBuffer *iface)
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{
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TRACE("iface %p.\n", iface);
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return IDirect3DVertexBuffer7_Release((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer Methods
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*****************************************************************************/
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Lock
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*
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* Locks the vertex buffer and returns a pointer to the vertex data
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* Locking vertex buffers is similar to locking surfaces, because Windows
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* uses surfaces to store vertex data internally (According to the DX sdk)
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*
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* Params:
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* Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
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* DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
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* Data: Returns a pointer to the vertex data
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* Size: Returns the size of the buffer if not NULL
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS if Data is NULL
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* D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
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DWORD Flags,
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void **Data,
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DWORD *Size)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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WINED3DBUFFER_DESC Desc;
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HRESULT hr;
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DWORD wined3d_flags = 0;
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TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
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/* Writeonly: Pointless. Event: Unsupported by native according to the sdk
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* nosyslock: Not applicable
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*/
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if(!(Flags & DDLOCK_WAIT)) wined3d_flags |= WINED3DLOCK_DONOTWAIT;
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if(Flags & DDLOCK_READONLY) wined3d_flags |= WINED3DLOCK_READONLY;
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if(Flags & DDLOCK_NOOVERWRITE) wined3d_flags |= WINED3DLOCK_NOOVERWRITE;
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if(Flags & DDLOCK_DISCARDCONTENTS) wined3d_flags |= WINED3DLOCK_DISCARD;
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EnterCriticalSection(&ddraw_cs);
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if(Size)
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{
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/* Get the size, for returning it, and for locking */
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IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc);
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*Size = Desc.Size;
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}
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hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, 0 /* OffsetToLock */,
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0 /* SizeToLock, 0 == Full lock */, (BYTE **)Data, wined3d_flags);
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LeaveCriticalSection(&ddraw_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface, DWORD Flags,
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void **Data, DWORD *Size)
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{
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TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
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return IDirect3DVertexBuffer7_Lock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Flags, Data, Size);
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Unlock
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*
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* Unlocks a vertex Buffer
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*
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* Returns:
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* D3D_OK on success
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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TRACE("iface %p.\n", iface);
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EnterCriticalSection(&ddraw_cs);
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IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
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LeaveCriticalSection(&ddraw_cs);
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface)
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{
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TRACE("iface %p.\n", iface);
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return IDirect3DVertexBuffer7_Unlock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::ProcessVertices
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*
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* Processes untransformed Vertices into a transformed or optimized vertex
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* buffer. It can also perform other operations, such as lighting or clipping
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*
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* Params
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* VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
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* DestIndex: Index in the destination buffer(This), where the vertices are
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* placed
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* Count: Number of Vertices in the Source buffer to process
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* SrcBuffer: Source vertex buffer
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* SrcIndex: Index of the first vertex in the src buffer to process
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* D3DDevice: Device to use for transformation
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* Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
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* unchaned vertices
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
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DWORD VertexOp,
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DWORD DestIndex,
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DWORD Count,
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IDirect3DVertexBuffer7 *SrcBuffer,
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DWORD SrcIndex,
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IDirect3DDevice7 *D3DDevice,
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DWORD Flags)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer;
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IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
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BOOL oldClip, doClip;
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HRESULT hr;
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TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
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iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
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/* Vertex operations:
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* D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
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* in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
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* D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
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* D3DVOP_LIGHT: Lights the vertices
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* D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
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*
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* WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
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* are not implemented. Clipping is disabled ATM, because of unsure conditions.
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*/
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if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;
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EnterCriticalSection(&ddraw_cs);
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/* WineD3D doesn't know d3d7 vertex operation, it uses
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* render states instead. Set the render states according to
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* the vertex ops
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*/
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doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
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IWineD3DDevice_GetRenderState(D3D->wineD3DDevice,
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WINED3DRS_CLIPPING,
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(DWORD *) &oldClip);
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if(doClip != oldClip)
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{
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IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
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WINED3DRS_CLIPPING,
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doClip);
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}
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IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
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0, /* Stream No */
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Src->wineD3DVertexBuffer,
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0, /* Offset */
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get_flexible_vertex_size(Src->fvf));
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IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice,
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Src->wineD3DVertexDeclaration);
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hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice,
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SrcIndex,
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DestIndex,
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Count,
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This->wineD3DVertexBuffer,
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NULL /* Output vdecl */,
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Flags,
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This->fvf);
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/* Restore the states if needed */
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if(doClip != oldClip)
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IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
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WINED3DRS_CLIPPING,
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oldClip);
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LeaveCriticalSection(&ddraw_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface,
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DWORD VertexOp, DWORD DestIndex, DWORD Count, IDirect3DVertexBuffer *SrcBuffer,
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DWORD SrcIndex, IDirect3DDevice3 *D3DDevice, DWORD Flags)
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{
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IDirect3DVertexBufferImpl *Src = SrcBuffer ? vb_from_vb1(SrcBuffer) : NULL;
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IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
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TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
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iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
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return IDirect3DVertexBuffer7_ProcessVertices((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), VertexOp,
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DestIndex, Count, (IDirect3DVertexBuffer7 *)Src, SrcIndex, (IDirect3DDevice7 *)D3D, Flags);
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::GetVertexBufferDesc
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*
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* Returns the description of a vertex buffer
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*
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* Params:
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* Desc: Address to write the description to
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*
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* Returns
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* DDERR_INVALIDPARAMS if Desc is NULL
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* D3D_OK on success
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
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D3DVERTEXBUFFERDESC *Desc)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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WINED3DBUFFER_DESC WDesc;
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TRACE("iface %p, desc %p.\n", iface, Desc);
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if(!Desc) return DDERR_INVALIDPARAMS;
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EnterCriticalSection(&ddraw_cs);
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IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc);
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LeaveCriticalSection(&ddraw_cs);
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/* Now fill the Desc structure */
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Desc->dwCaps = This->Caps;
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Desc->dwFVF = This->fvf;
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Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(This->fvf);
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface,
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D3DVERTEXBUFFERDESC *Desc)
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{
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TRACE("iface %p, desc %p.\n", iface, Desc);
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return IDirect3DVertexBuffer7_GetVertexBufferDesc((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Desc);
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Optimize
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*
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* Converts an unoptimized vertex buffer into an optimized buffer
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*
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* Params:
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* D3DDevice: Device for which this buffer is optimized
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* Flags: Not used, should be set to 0
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*
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* Returns
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* D3D_OK, because it's a stub
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface,
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IDirect3DDevice7 *D3DDevice,
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DWORD Flags)
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{
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IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
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static BOOL hide = FALSE;
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TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
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if (!hide)
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{
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FIXME("iface %p, device %p, flags %#x stub!\n", iface, D3DDevice, Flags);
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hide = TRUE;
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}
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/* We could forward this call to WineD3D and take advantage
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* of it once we use OpenGL vertex buffers
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*/
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EnterCriticalSection(&ddraw_cs);
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This->Caps |= D3DVBCAPS_OPTIMIZED;
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LeaveCriticalSection(&ddraw_cs);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface,
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IDirect3DDevice3 *D3DDevice, DWORD Flags)
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{
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IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
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TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
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return IDirect3DVertexBuffer7_Optimize((IDirect3DVertexBuffer7 *)vb_from_vb1(iface),
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(IDirect3DDevice7 *)D3D, Flags);
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::ProcessVerticesStrided
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*
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* This method processes untransformed strided vertices into a processed
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* or optimized vertex buffer.
|
|
*
|
|
* For more details on the parameters, see
|
|
* IDirect3DVertexBuffer7::ProcessVertices
|
|
*
|
|
* Params:
|
|
* VertexOp: Operations to perform
|
|
* DestIndex: Destination index to write the vertices to
|
|
* Count: Number of input vertices
|
|
* StrideData: Array containing the input vertices
|
|
* VertexTypeDesc: Vertex Description or source index?????????
|
|
* D3DDevice: IDirect3DDevice7 to use for processing
|
|
* Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
|
|
*
|
|
* Returns
|
|
* D3D_OK on success, or DDERR_*
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
|
|
DWORD VertexOp,
|
|
DWORD DestIndex,
|
|
DWORD Count,
|
|
D3DDRAWPRIMITIVESTRIDEDDATA *StrideData,
|
|
DWORD VertexTypeDesc,
|
|
IDirect3DDevice7 *D3DDevice,
|
|
DWORD Flags)
|
|
{
|
|
FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, vertex_type %#x, device %p, flags %#x stub!\n",
|
|
iface, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3DDevice, Flags);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* The VTables
|
|
*****************************************************************************/
|
|
|
|
static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl =
|
|
{
|
|
/*** IUnknown Methods ***/
|
|
IDirect3DVertexBufferImpl_QueryInterface,
|
|
IDirect3DVertexBufferImpl_AddRef,
|
|
IDirect3DVertexBufferImpl_Release,
|
|
/*** IDirect3DVertexBuffer Methods ***/
|
|
IDirect3DVertexBufferImpl_Lock,
|
|
IDirect3DVertexBufferImpl_Unlock,
|
|
IDirect3DVertexBufferImpl_ProcessVertices,
|
|
IDirect3DVertexBufferImpl_GetVertexBufferDesc,
|
|
IDirect3DVertexBufferImpl_Optimize,
|
|
/*** IDirect3DVertexBuffer7 Methods ***/
|
|
IDirect3DVertexBufferImpl_ProcessVerticesStrided
|
|
};
|
|
|
|
static const struct IDirect3DVertexBufferVtbl d3d_vertex_buffer1_vtbl =
|
|
{
|
|
/*** IUnknown Methods ***/
|
|
IDirect3DVertexBufferImpl_1_QueryInterface,
|
|
IDirect3DVertexBufferImpl_1_AddRef,
|
|
IDirect3DVertexBufferImpl_1_Release,
|
|
/*** IDirect3DVertexBuffer Methods ***/
|
|
IDirect3DVertexBufferImpl_1_Lock,
|
|
IDirect3DVertexBufferImpl_1_Unlock,
|
|
IDirect3DVertexBufferImpl_1_ProcessVertices,
|
|
IDirect3DVertexBufferImpl_1_GetVertexBufferDesc,
|
|
IDirect3DVertexBufferImpl_1_Optimize
|
|
};
|
|
|
|
HRESULT d3d_vertex_buffer_init(IDirect3DVertexBufferImpl *buffer,
|
|
IDirectDrawImpl *ddraw, D3DVERTEXBUFFERDESC *desc)
|
|
{
|
|
DWORD usage;
|
|
HRESULT hr;
|
|
|
|
buffer->lpVtbl = &d3d_vertex_buffer7_vtbl;
|
|
buffer->IDirect3DVertexBuffer_vtbl = &d3d_vertex_buffer1_vtbl;
|
|
buffer->ref = 1;
|
|
|
|
buffer->ddraw = ddraw;
|
|
buffer->Caps = desc->dwCaps;
|
|
buffer->fvf = desc->dwFVF;
|
|
|
|
usage = desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0;
|
|
usage |= WINED3DUSAGE_STATICDECL;
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
|
|
hr = IWineD3DDevice_CreateVertexBuffer(ddraw->wineD3DDevice,
|
|
get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices,
|
|
usage, desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT,
|
|
buffer, &ddraw_null_wined3d_parent_ops, &buffer->wineD3DVertexBuffer);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
if (hr == WINED3DERR_INVALIDCALL)
|
|
return DDERR_INVALIDPARAMS;
|
|
else
|
|
return hr;
|
|
}
|
|
|
|
buffer->wineD3DVertexDeclaration = ddraw_find_decl(ddraw, desc->dwFVF);
|
|
if (!buffer->wineD3DVertexDeclaration)
|
|
{
|
|
ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
|
|
IWineD3DBuffer_Release(buffer->wineD3DVertexBuffer);
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
IWineD3DVertexDeclaration_AddRef(buffer->wineD3DVertexDeclaration);
|
|
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
return D3D_OK;
|
|
}
|