mirror of
git://source.winehq.org/git/wine.git
synced 2024-11-05 18:01:34 +00:00
503 lines
21 KiB
C
503 lines
21 KiB
C
/*
|
|
* IWineD3DVertexBuffer Implementation
|
|
*
|
|
* Copyright 2002-2005 Jason Edmeades
|
|
* Raphael Junqueira
|
|
* Copyright 2004 Christian Costa
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "wined3d_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
|
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
|
|
|
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
|
|
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
|
|
|
|
/* *******************************************
|
|
IWineD3DVertexBuffer IUnknown parts follow
|
|
******************************************* */
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
|
|
{
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
|
|
IUnknown_AddRef(iface);
|
|
*ppobj = This;
|
|
return S_OK;
|
|
}
|
|
*ppobj = NULL;
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
ULONG ref = InterlockedIncrement(&This->resource.ref);
|
|
TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
|
|
return ref;
|
|
}
|
|
|
|
static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
ULONG ref = InterlockedDecrement(&This->resource.ref);
|
|
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
|
|
if (ref == 0) {
|
|
|
|
if(This->vbo) {
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
ENTER_GL();
|
|
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
}
|
|
|
|
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
return ref;
|
|
}
|
|
|
|
/* ****************************************************
|
|
IWineD3DVertexBuffer IWineD3DResource parts follow
|
|
**************************************************** */
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
|
|
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
|
|
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
|
|
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
|
|
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
|
|
}
|
|
|
|
static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
|
|
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
|
|
}
|
|
|
|
static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
|
|
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
|
|
}
|
|
|
|
static void fixup_vertices(
|
|
BYTE *src, BYTE *dst,
|
|
int stride,
|
|
int num,
|
|
int pos, BOOL haspos,
|
|
int diffuse, BOOL hasdiffuse,
|
|
int specular, BOOL hasspecular
|
|
) {
|
|
int i;
|
|
float x, y, z, w;
|
|
|
|
for(i = num - 1; i >= 0; i--) {
|
|
if(haspos) {
|
|
float *p = (float *) ((src + pos) + i * stride);
|
|
|
|
/* rhw conversion like in drawStridedSlow */
|
|
if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
|
|
x = p[0];
|
|
y = p[1];
|
|
z = p[2];
|
|
w = 1.0;
|
|
} else {
|
|
w = 1.0 / p[3];
|
|
x = p[0] * w;
|
|
y = p[1] * w;
|
|
z = p[2] * w;
|
|
}
|
|
p = (float *) (dst + i * stride + pos);
|
|
p[0] = x;
|
|
p[1] = y;
|
|
p[2] = z;
|
|
p[3] = w;
|
|
}
|
|
if(hasdiffuse) {
|
|
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + diffuse);
|
|
srcColor = * (DWORD *) ( (src + diffuse) + i * stride);
|
|
|
|
/* Color conversion like in drawStridedSlow. watch out for little endianity
|
|
* If we want that stuff to work on big endian machines too we have to consider more things
|
|
*
|
|
* 0xff000000: Alpha mask
|
|
* 0x00ff0000: Blue mask
|
|
* 0x0000ff00: Green mask
|
|
* 0x000000ff: Red mask
|
|
*/
|
|
|
|
*dstColor = 0;
|
|
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
|
|
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
|
|
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
|
|
}
|
|
if(hasspecular) {
|
|
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + specular);
|
|
srcColor = * (DWORD *) ( (src + specular) + i * stride);
|
|
|
|
/* Similar to diffuse
|
|
* TODO: Write the alpha value out for fog coords
|
|
*/
|
|
*dstColor = 0;
|
|
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
|
|
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
|
|
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
|
|
}
|
|
}
|
|
}
|
|
|
|
inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
|
|
{
|
|
WineDirect3DVertexStridedData strided;
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
|
|
* Once we have our declaration there is no need to look it up again.
|
|
*/
|
|
if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
|
|
return FALSE;
|
|
}
|
|
|
|
/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
|
|
* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
|
|
* time. Rules are as follows:
|
|
*
|
|
* -> No modification when Vertex Shaders are used
|
|
* -> Fix up position1 and position 2 if they are XYZRHW
|
|
* -> Fix up diffuse color
|
|
* -> Fix up specular color
|
|
*
|
|
* The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
|
|
* are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
|
|
* often PreLoad stops converting entirely and falls back to drawStridedSlow).
|
|
*
|
|
* Reconvert if:
|
|
* -> New semantics that have to be converted appear
|
|
* -> The position of semantics that have to be converted changes
|
|
* -> The stride of the vertex changed AND there is stuff that needs conversion
|
|
* -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
|
|
*
|
|
* Return values:
|
|
* TRUE: Reload is needed
|
|
* FALSE: otherwise
|
|
*/
|
|
|
|
if (use_vs(device)) {
|
|
/* Assume no conversion */
|
|
memset(&strided, 0, sizeof(strided));
|
|
} else {
|
|
/* we need a copy because we modify some params */
|
|
memcpy(&strided, &device->strided_streams, sizeof(strided));
|
|
|
|
/* Filter out data that does not come from this VBO */
|
|
if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
|
|
if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
|
|
if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
|
|
if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
|
|
}
|
|
|
|
/* We have a declaration now in the buffer */
|
|
This->Flags |= VBFLAG_HASDESC;
|
|
|
|
/* Find out if reload is needed
|
|
* Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
|
|
*
|
|
* If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
|
|
* and does not exist now all 3 values will be equal(=0).
|
|
*
|
|
* Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
|
|
* data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
|
|
* buffers at the same time and get the position from one and the color from the other buffer.
|
|
*/
|
|
if( /* Position transformed vs untransformed */
|
|
((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
|
|
This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
|
|
/* Diffuse position and data type */
|
|
This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
|
|
This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
|
|
/* Specular position and data type */
|
|
This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
|
|
This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
|
|
|
|
TRACE("Declaration changed, reloading buffer\n");
|
|
/* Set the new description */
|
|
memcpy(&This->strided, &strided, sizeof(strided));
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
BYTE *data;
|
|
UINT start = 0, end = 0, stride = 0;
|
|
BOOL declChanged = FALSE;
|
|
TRACE("(%p)->()\n", This);
|
|
|
|
if(This->Flags & VBFLAG_LOAD) {
|
|
return; /* Already doing that stuff */
|
|
}
|
|
|
|
if(!This->vbo) {
|
|
/* TODO: Make converting independent from VBOs */
|
|
return; /* Not doing any conversion */
|
|
}
|
|
|
|
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
|
|
if(device->isInDraw && This->bindCount > 0) {
|
|
declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
|
|
} else if(This->Flags & VBFLAG_HASDESC) {
|
|
/* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
|
|
* the stream source state handler will call PreLoad again and the change will be cought
|
|
*/
|
|
} else {
|
|
/* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
|
|
* now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
|
|
* declaration for the buffer can be found
|
|
*/
|
|
return;
|
|
}
|
|
|
|
/* If applications change the declaration over and over, reconverting all the time is a huge
|
|
* performance hit. So count the declaration changes and release the VBO if there are too much
|
|
* of them(and thus stop converting)
|
|
*/
|
|
if(declChanged) {
|
|
This->declChanges++;
|
|
This->draws = 0;
|
|
|
|
if(This->declChanges > VB_MAXDECLCHANGES) {
|
|
FIXME("Too much declaration changes, stopping converting\n");
|
|
ENTER_GL();
|
|
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
This->vbo = 0;
|
|
|
|
/* The stream source state handler might have read the memory of the vertex buffer already
|
|
* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
|
|
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
|
|
* rarely
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
|
|
|
|
return;
|
|
}
|
|
} else {
|
|
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
|
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
|
* decl changes and reset the decl change count after a specific number of them
|
|
*/
|
|
This->draws++;
|
|
if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
|
|
}
|
|
|
|
if(declChanged) {
|
|
/* The declaration changed, reload the whole buffer */
|
|
WARN("Reloading buffer because of decl change\n");
|
|
start = 0;
|
|
end = This->resource.size;
|
|
} else if(This->Flags & VBFLAG_DIRTY) {
|
|
/* No decl change, but dirty data, reload the changed stuff */
|
|
start = This->dirtystart;
|
|
end = This->dirtyend;
|
|
} else {
|
|
/* Desc not changed, buffer not dirty, nothing to do :-) */
|
|
return;
|
|
}
|
|
|
|
/* Mark the buffer clean */
|
|
This->Flags &= ~VBFLAG_DIRTY;
|
|
This->dirtystart = 0;
|
|
This->dirtyend = 0;
|
|
|
|
if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
|
|
else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
|
|
else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
|
|
else {
|
|
/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
|
|
* directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
|
|
* the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
|
|
*/
|
|
TRACE("No conversion needed, locking directly into the VBO in future\n");
|
|
|
|
ENTER_GL();
|
|
if(!device->isInDraw) {
|
|
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
|
}
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
return;
|
|
}
|
|
|
|
/* OK, we have the original data from the app, the description of the buffer and the dirty area.
|
|
* so convert the stuff
|
|
*/
|
|
data = HeapAlloc(GetProcessHeap(), 0, end-start);
|
|
if(!data) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
memcpy(data, This->resource.allocatedMemory + start, end - start);
|
|
|
|
fixup_vertices(data, data, stride, ( end - start) / stride,
|
|
/* Position */
|
|
(int)This->strided.u.s.position.lpData, /* Data location */
|
|
This->strided.u.s.position_transformed, /* Do convert? */
|
|
/* Diffuse color */
|
|
(int)This->strided.u.s.diffuse.lpData, /* Location */
|
|
This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
|
|
/* specular color */
|
|
(int)This->strided.u.s.specular.lpData, /* location */
|
|
This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
|
|
|
|
ENTER_GL();
|
|
if(!device->isInDraw) {
|
|
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
|
}
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
}
|
|
|
|
static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
|
|
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
|
|
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
|
|
}
|
|
|
|
/* ******************************************************
|
|
IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
|
|
****************************************************** */
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
BYTE *data;
|
|
TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
|
|
|
|
InterlockedIncrement(&This->lockcount);
|
|
|
|
if(This->Flags & VBFLAG_DIRTY) {
|
|
if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
|
|
if(SizeToLock) {
|
|
if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
|
|
} else {
|
|
This->dirtyend = This->resource.size;
|
|
}
|
|
} else {
|
|
This->dirtystart = OffsetToLock;
|
|
if(SizeToLock)
|
|
This->dirtyend = OffsetToLock + SizeToLock;
|
|
else
|
|
This->dirtyend = This->resource.size;
|
|
}
|
|
|
|
data = This->resource.allocatedMemory;
|
|
This->Flags |= VBFLAG_DIRTY;
|
|
*ppbData = data + OffsetToLock;
|
|
|
|
TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
|
|
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
|
|
return WINED3D_OK;
|
|
}
|
|
HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
|
|
LONG lockcount;
|
|
TRACE("(%p)\n", This);
|
|
|
|
lockcount = InterlockedDecrement(&This->lockcount);
|
|
if(lockcount > 0) {
|
|
/* Delay loading the buffer until everything is unlocked */
|
|
TRACE("Ignoring the unlock\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(This->Flags & VBFLAG_HASDESC) {
|
|
IWineD3DVertexBufferImpl_PreLoad(iface);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
pDesc->Format = This->resource.format;
|
|
pDesc->Type = This->resource.resourceType;
|
|
pDesc->Usage = This->resource.usage;
|
|
pDesc->Pool = This->resource.pool;
|
|
pDesc->Size = This->resource.size;
|
|
pDesc->FVF = This->fvf;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DVertexBufferImpl_QueryInterface,
|
|
IWineD3DVertexBufferImpl_AddRef,
|
|
IWineD3DVertexBufferImpl_Release,
|
|
/* IWineD3DResource */
|
|
IWineD3DVertexBufferImpl_GetParent,
|
|
IWineD3DVertexBufferImpl_GetDevice,
|
|
IWineD3DVertexBufferImpl_SetPrivateData,
|
|
IWineD3DVertexBufferImpl_GetPrivateData,
|
|
IWineD3DVertexBufferImpl_FreePrivateData,
|
|
IWineD3DVertexBufferImpl_SetPriority,
|
|
IWineD3DVertexBufferImpl_GetPriority,
|
|
IWineD3DVertexBufferImpl_PreLoad,
|
|
IWineD3DVertexBufferImpl_GetType,
|
|
/* IWineD3DVertexBuffer */
|
|
IWineD3DVertexBufferImpl_Lock,
|
|
IWineD3DVertexBufferImpl_Unlock,
|
|
IWineD3DVertexBufferImpl_GetDesc
|
|
};
|
|
|
|
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
|
|
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
|
|
|
*vbo = This->vbo;
|
|
if(This->vbo == 0) {
|
|
return This->resource.allocatedMemory + iOffset;
|
|
} else {
|
|
return (BYTE *) iOffset;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
|
|
return WINED3D_OK;
|
|
}
|