wine/dlls/ddraw/executebuffer.c
2014-04-29 13:36:09 +02:00

723 lines
25 KiB
C

/* Direct3D ExecuteBuffer
* Copyright (c) 1998-2004 Lionel ULMER
* Copyright (c) 2002-2004 Christian Costa
* Copyright (c) 2006 Stefan Dösinger
*
* This file contains the implementation of IDirect3DExecuteBuffer.
*
* 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 "wine/port.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/*****************************************************************************
* _dump_executedata
* _dump_D3DEXECUTEBUFFERDESC
*
* Debug functions which write the executebuffer data to the console
*
*****************************************************************************/
static void _dump_executedata(const D3DEXECUTEDATA *lpData) {
TRACE("dwSize : %d\n", lpData->dwSize);
TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset);
}
static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) {
TRACE("dwSize : %d\n", lpDesc->dwSize);
TRACE("dwFlags : %x\n", lpDesc->dwFlags);
TRACE("dwCaps : %x\n", lpDesc->dwCaps);
TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize);
TRACE("lpData : %p\n", lpDesc->lpData);
}
static void transform_vertex(D3DTLVERTEX *dst, const D3DMATRIX *mat,
const D3DVIEWPORT *vp, float x, float y, float z)
{
dst->u1.sx = (x * mat->_11) + (y * mat->_21) + (z * mat->_31) + mat->_41;
dst->u2.sy = (x * mat->_12) + (y * mat->_22) + (z * mat->_32) + mat->_42;
dst->u3.sz = (x * mat->_13) + (y * mat->_23) + (z * mat->_33) + mat->_43;
dst->u4.rhw = (x * mat->_14) + (y * mat->_24) + (z * mat->_34) + mat->_44;
dst->u1.sx = dst->u1.sx / dst->u4.rhw * vp->dvScaleX + vp->dwX + vp->dwWidth / 2;
dst->u2.sy = -dst->u2.sy / dst->u4.rhw * vp->dvScaleY + vp->dwY + vp->dwHeight / 2;
dst->u3.sz /= dst->u4.rhw;
dst->u4.rhw = 1.0f / dst->u4.rhw;
}
HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
struct d3d_device *device, struct d3d_viewport *viewport)
{
DWORD vs = buffer->data.dwVertexOffset;
DWORD is = buffer->data.dwInstructionOffset;
char *instr = (char *)buffer->desc.lpData + is;
unsigned int i;
if (viewport->active_device != device)
{
WARN("Viewport %p active device is %p.\n",
viewport, viewport->active_device);
return DDERR_INVALIDPARAMS;
}
/* Activate the viewport */
viewport_activate(viewport, FALSE);
TRACE("ExecuteData :\n");
if (TRACE_ON(ddraw))
_dump_executedata(&(buffer->data));
for (;;)
{
D3DINSTRUCTION *current = (D3DINSTRUCTION *)instr;
BYTE size;
WORD count;
count = current->wCount;
size = current->bSize;
instr += sizeof(D3DINSTRUCTION);
switch (current->bOpcode) {
case D3DOP_POINT: {
WARN("POINT-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_LINE: {
WARN("LINE-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_TRIANGLE:
{
D3DTLVERTEX *tl_vx = buffer->vertex_data;
TRACE("TRIANGLE (%d)\n", count);
if (buffer->nb_indices < count * 3)
{
buffer->nb_indices = count * 3;
HeapFree(GetProcessHeap(), 0, buffer->indices);
buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices);
}
for (i = 0; i < count; ++i)
{
D3DTRIANGLE *ci = (D3DTRIANGLE *)instr;
TRACE(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
TRACE(" Flags : ");
if (TRACE_ON(ddraw))
{
/* Wireframe */
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE1 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
TRACE("EDGEENABLE2 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE3 ");
/* Strips / Fans */
if (ci->wFlags == D3DTRIFLAG_EVEN)
TRACE("EVEN ");
if (ci->wFlags == D3DTRIFLAG_ODD)
TRACE("ODD ");
if (ci->wFlags == D3DTRIFLAG_START)
TRACE("START ");
if ((ci->wFlags > 0) && (ci->wFlags < 30))
TRACE("STARTFLAT(%u) ", ci->wFlags);
TRACE("\n");
}
buffer->indices[(i * 3) ] = ci->u1.v1;
buffer->indices[(i * 3) + 1] = ci->u2.v2;
buffer->indices[(i * 3) + 2] = ci->u3.v3;
instr += size;
}
IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface,
D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, buffer->nb_vertices,
buffer->indices, count * 3, 0);
} break;
case D3DOP_MATRIXLOAD:
WARN("MATRIXLOAD-s (%d)\n", count);
instr += count * size;
break;
case D3DOP_MATRIXMULTIPLY:
TRACE("MATRIXMULTIPLY (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
D3DMATRIX *a, *b, *c;
a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);
if (!a || !b || !c)
{
ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
}
else
{
TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
multiply_matrix(a, c, b);
}
instr += size;
}
break;
case D3DOP_STATETRANSFORM:
TRACE("STATETRANSFORM (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
D3DMATRIX *m;
m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
if (!m)
{
ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
}
else
{
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
device->world = ci->u2.dwArg[0];
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
device->view = ci->u2.dwArg[0];
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
device->proj = ci->u2.dwArg[0];
IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface,
ci->u1.dtstTransformStateType, m);
}
instr += size;
}
break;
case D3DOP_STATELIGHT:
TRACE("STATELIGHT (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
if (FAILED(IDirect3DDevice3_SetLightState(&device->IDirect3DDevice3_iface,
ci->u1.dlstLightStateType, ci->u2.dwArg[0])))
WARN("Failed to set light state.\n");
instr += size;
}
break;
case D3DOP_STATERENDER:
TRACE("STATERENDER (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
if (FAILED(IDirect3DDevice3_SetRenderState(&device->IDirect3DDevice3_iface,
ci->u1.drstRenderStateType, ci->u2.dwArg[0])))
WARN("Failed to set render state.\n");
instr += size;
}
break;
case D3DOP_PROCESSVERTICES:
{
/* TODO: Share code with d3d_vertex_buffer7_ProcessVertices()
* and / or wined3d_device_process_vertices(). */
D3DMATRIX view_mat, world_mat, proj_mat, mat;
TRACE("PROCESSVERTICES (%d)\n", count);
/* Get the transform and world matrix */
/* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
wined3d_device_get_transform(device->wined3d_device,
D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
wined3d_device_get_transform(device->wined3d_device,
D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat);
wined3d_device_get_transform(device->wined3d_device,
WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);
if (TRACE_ON(ddraw))
{
TRACE(" Projection Matrix:\n");
dump_D3DMATRIX(&proj_mat);
TRACE(" View Matrix:\n");
dump_D3DMATRIX(&view_mat);
TRACE(" World Matrix:\n");
dump_D3DMATRIX(&world_mat);
}
multiply_matrix(&mat, &view_mat, &world_mat);
multiply_matrix(&mat, &proj_mat, &mat);
for (i = 0; i < count; ++i)
{
D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr;
D3DTLVERTEX *dst = (D3DTLVERTEX *)buffer->vertex_data + ci->wDest;
DWORD op = ci->dwFlags & D3DPROCESSVERTICES_OPMASK;
TRACE(" start %u, dest %u, count %u, flags %#x.\n",
ci->wStart, ci->wDest, ci->dwCount, ci->dwFlags);
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
FIXME("D3DPROCESSVERTICES_UPDATEEXTENTS not implemented.\n");
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
FIXME("D3DPROCESSVERTICES_NOCOLOR not implemented.\n");
switch (op)
{
case D3DPROCESSVERTICES_TRANSFORMLIGHT:
{
const D3DVERTEX *src = (D3DVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
unsigned int vtx_idx;
static unsigned int once;
if (!once++)
FIXME("Lighting not implemented.\n");
for (vtx_idx = 0; vtx_idx < ci->dwCount; ++vtx_idx)
{
transform_vertex(&dst[vtx_idx], &mat, &viewport->viewports.vp1,
src[vtx_idx].u1.x, src[vtx_idx].u2.y, src[vtx_idx].u3.z);
/* No lighting yet */
dst[vtx_idx].u5.color = 0xffffffff; /* Opaque white */
dst[vtx_idx].u6.specular = 0xff000000; /* No specular and no fog factor */
dst[vtx_idx].u7.tu = src[vtx_idx].u7.tu;
dst[vtx_idx].u8.tv = src[vtx_idx].u8.tv;
}
break;
}
case D3DPROCESSVERTICES_TRANSFORM:
{
const D3DLVERTEX *src = (D3DLVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
unsigned int vtx_idx;
for (vtx_idx = 0; vtx_idx < ci->dwCount; ++vtx_idx)
{
transform_vertex(&dst[vtx_idx], &mat, &viewport->viewports.vp1,
src[vtx_idx].u1.x, src[vtx_idx].u2.y, src[vtx_idx].u3.z);
dst[vtx_idx].u5.color = src[vtx_idx].u4.color;
dst[vtx_idx].u6.specular = src[vtx_idx].u5.specular;
dst[vtx_idx].u7.tu = src[vtx_idx].u6.tu;
dst[vtx_idx].u8.tv = src[vtx_idx].u7.tv;
}
break;
}
case D3DPROCESSVERTICES_COPY:
{
const D3DTLVERTEX *src = (D3DTLVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
memcpy(dst, src, ci->dwCount * sizeof(*dst));
break;
}
default:
FIXME("Unhandled vertex processing op %#x.\n", op);
break;
}
instr += size;
}
break;
}
case D3DOP_TEXTURELOAD: {
WARN("TEXTURELOAD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_EXIT: {
TRACE("EXIT (%d)\n", count);
/* We did this instruction */
instr += size;
/* Exit this loop */
goto end_of_buffer;
} break;
case D3DOP_BRANCHFORWARD:
TRACE("BRANCHFORWARD (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DBRANCH *ci = (D3DBRANCH *)instr;
if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue)
{
if (!ci->bNegate)
{
TRACE(" Branch to %d\n", ci->dwOffset);
if (ci->dwOffset) {
instr = (char*)current + ci->dwOffset;
break;
}
}
} else {
if (ci->bNegate) {
TRACE(" Branch to %d\n", ci->dwOffset);
if (ci->dwOffset) {
instr = (char*)current + ci->dwOffset;
break;
}
}
}
instr += size;
}
break;
case D3DOP_SPAN: {
WARN("SPAN-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_SETSTATUS:
TRACE("SETSTATUS (%d)\n", count);
for (i = 0; i < count; ++i)
{
buffer->data.dsStatus = *(D3DSTATUS *)instr;
instr += size;
}
break;
default:
ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
/* Try to save ... */
instr += count * size;
break;
}
}
end_of_buffer:
return D3D_OK;
}
static inline struct d3d_execute_buffer *impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface)
{
return CONTAINING_RECORD(iface, struct d3d_execute_buffer, IDirect3DExecuteBuffer_iface);
}
static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID iid, void **out)
{
TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out);
if (IsEqualGUID(&IID_IDirect3DExecuteBuffer, iid)
|| IsEqualGUID(&IID_IUnknown, iid))
{
IDirect3DExecuteBuffer_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::AddRef
*
* A normal AddRef method, nothing special
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer *iface)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
ULONG ref = InterlockedIncrement(&buffer->ref);
TRACE("%p increasing refcount to %u.\n", buffer, ref);
return ref;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Release
*
* A normal Release method, nothing special
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
ULONG ref = InterlockedDecrement(&buffer->ref);
TRACE("%p decreasing refcount to %u.\n", buffer, ref);
if (!ref)
{
if (buffer->need_free)
HeapFree(GetProcessHeap(), 0, buffer->desc.lpData);
HeapFree(GetProcessHeap(), 0, buffer->vertex_data);
HeapFree(GetProcessHeap(), 0, buffer->indices);
HeapFree(GetProcessHeap(), 0, buffer);
}
return ref;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Initialize
*
* Initializes the Execute Buffer. This method exists for COM compliance
* Nothing to do here.
*
* Returns:
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer *iface,
IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc)
{
TRACE("iface %p, device %p, desc %p.\n", iface, device, desc);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Lock
*
* Locks the buffer, so the app can write into it.
*
* Params:
* Desc: Pointer to return the buffer description. This Description contains
* a pointer to the buffer data.
*
* Returns:
* This implementation always returns D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *desc)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
DWORD dwSize;
TRACE("iface %p, desc %p.\n", iface, desc);
dwSize = desc->dwSize;
memcpy(desc, &buffer->desc, dwSize);
if (TRACE_ON(ddraw))
{
TRACE(" Returning description :\n");
_dump_D3DEXECUTEBUFFERDESC(desc);
}
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Unlock
*
* Unlocks the buffer. We don't have anything to do here
*
* Returns:
* This implementation always returns D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface)
{
TRACE("iface %p.\n", iface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::SetExecuteData
*
* Sets the execute data. This data is used to describe the buffer's content
*
* Params:
* Data: Pointer to a D3DEXECUTEDATA structure containing the data to
* assign
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if the vertex buffer allocation failed
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
DWORD nbvert;
TRACE("iface %p, data %p.\n", iface, data);
memcpy(&buffer->data, data, data->dwSize);
/* Get the number of vertices in the execute buffer */
nbvert = buffer->data.dwVertexCount;
/* Prepares the transformed vertex buffer */
HeapFree(GetProcessHeap(), 0, buffer->vertex_data);
buffer->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
buffer->nb_vertices = nbvert;
if (TRACE_ON(ddraw))
_dump_executedata(data);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::GetExecuteData
*
* Returns the data in the execute buffer
*
* Params:
* Data: Pointer to a D3DEXECUTEDATA structure used to return data
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
DWORD dwSize;
TRACE("iface %p, data %p.\n", iface, data);
dwSize = data->dwSize;
memcpy(data, &buffer->data, dwSize);
if (TRACE_ON(ddraw))
{
TRACE("Returning data :\n");
_dump_executedata(data);
}
return DD_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Validate
*
* DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
* currently implemented"
*
* Params:
* ?
*
* Returns:
* DDERR_UNSUPPORTED, because it's not implemented in Windows.
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Validate(IDirect3DExecuteBuffer *iface,
DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved)
{
TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n",
iface, offset, callback, context, reserved);
WARN("Not implemented.\n");
return DDERR_UNSUPPORTED; /* Unchecked */
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Optimize
*
* DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
* currently supported"
*
* Params:
* Dummy: Seems to be an unused dummy ;)
*
* Returns:
* DDERR_UNSUPPORTED, because it's not implemented in Windows.
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved)
{
TRACE("iface %p, reserved %#x.\n", iface, reserved);
WARN("Not implemented.\n");
return DDERR_UNSUPPORTED; /* Unchecked */
}
static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl =
{
d3d_execute_buffer_QueryInterface,
d3d_execute_buffer_AddRef,
d3d_execute_buffer_Release,
d3d_execute_buffer_Initialize,
d3d_execute_buffer_Lock,
d3d_execute_buffer_Unlock,
d3d_execute_buffer_SetExecuteData,
d3d_execute_buffer_GetExecuteData,
d3d_execute_buffer_Validate,
d3d_execute_buffer_Optimize,
};
HRESULT d3d_execute_buffer_init(struct d3d_execute_buffer *execute_buffer,
struct d3d_device *device, D3DEXECUTEBUFFERDESC *desc)
{
execute_buffer->IDirect3DExecuteBuffer_iface.lpVtbl = &d3d_execute_buffer_vtbl;
execute_buffer->ref = 1;
execute_buffer->d3ddev = device;
/* Initializes memory */
memcpy(&execute_buffer->desc, desc, desc->dwSize);
/* No buffer given */
if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA))
execute_buffer->desc.lpData = NULL;
/* No buffer size given */
if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE))
execute_buffer->desc.dwBufferSize = 0;
/* Create buffer if asked */
if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize)
{
execute_buffer->need_free = TRUE;
execute_buffer->desc.lpData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, execute_buffer->desc.dwBufferSize);
if (!execute_buffer->desc.lpData)
{
ERR("Failed to allocate execute buffer data.\n");
return DDERR_OUTOFMEMORY;
}
}
execute_buffer->desc.dwFlags |= D3DDEB_LPDATA;
return D3D_OK;
}
struct d3d_execute_buffer *unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d_execute_buffer_vtbl);
return impl_from_IDirect3DExecuteBuffer(iface);
}