Commit aa3027a6 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.

That still leaves IWineD3DIndexBuffer, but that code is also mostly similar, except for the conversion code (which will be unused there).
parent 6324ba66
......@@ -320,7 +320,7 @@ struct IDirect3DVertexBuffer8Impl
LONG ref;
/* IDirect3DResource8 fields */
IWineD3DVertexBuffer *wineD3DVertexBuffer;
IWineD3DBuffer *wineD3DVertexBuffer;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
......
......@@ -2262,7 +2262,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 ifa
static HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DVertexBuffer *retStream = NULL;
IWineD3DBuffer *retStream = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n" , This);
......@@ -2274,8 +2274,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 ifa
EnterCriticalSection(&d3d8_cs);
rc = IWineD3DDevice_GetStreamSource(This->WineD3DDevice, StreamNumber, &retStream, 0 /* Offset in bytes */, pStride);
if (rc == D3D_OK && NULL != retStream) {
IWineD3DVertexBuffer_GetParent(retStream, (IUnknown **)pStream);
IWineD3DVertexBuffer_Release(retStream);
IWineD3DBuffer_GetParent(retStream, (IUnknown **)pStream);
IWineD3DBuffer_Release(retStream);
}else{
if (rc != D3D_OK){
FIXME("Call to GetStreamSource failed %p\n", pStride);
......
......@@ -58,7 +58,7 @@ static ULONG WINAPI IDirect3DVertexBuffer8Impl_Release(LPDIRECT3DVERTEXBUFFER8 i
if (ref == 0) {
EnterCriticalSection(&d3d8_cs);
IWineD3DVertexBuffer_Release(This->wineD3DVertexBuffer);
IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d8_cs);
IUnknown_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
......@@ -85,7 +85,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_SetPrivateData(LPDIRECT3DVERTEX
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DVertexBuffer_SetPrivateData(This->wineD3DVertexBuffer, refguid, pData, SizeOfData, Flags);
hr = IWineD3DBuffer_SetPrivateData(This->wineD3DVertexBuffer, refguid, pData, SizeOfData, Flags);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
......@@ -96,7 +96,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetPrivateData(LPDIRECT3DVERTEX
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DVertexBuffer_GetPrivateData(This->wineD3DVertexBuffer, refguid, pData, pSizeOfData);
hr = IWineD3DBuffer_GetPrivateData(This->wineD3DVertexBuffer, refguid, pData, pSizeOfData);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
......@@ -107,7 +107,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_FreePrivateData(LPDIRECT3DVERTE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DVertexBuffer_FreePrivateData(This->wineD3DVertexBuffer, refguid);
hr = IWineD3DBuffer_FreePrivateData(This->wineD3DVertexBuffer, refguid);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
......@@ -118,7 +118,7 @@ static DWORD WINAPI IDirect3DVertexBuffer8Impl_SetPriority(LPDIRECT3DVERTEXBUFFE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
ret = IWineD3DVertexBuffer_SetPriority(This->wineD3DVertexBuffer, PriorityNew);
ret = IWineD3DBuffer_SetPriority(This->wineD3DVertexBuffer, PriorityNew);
LeaveCriticalSection(&d3d8_cs);
return ret;
}
......@@ -129,7 +129,7 @@ static DWORD WINAPI IDirect3DVertexBuffer8Impl_GetPriority(LPDIRECT3DVERTEXBUFFE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
ret = IWineD3DVertexBuffer_GetPriority(This->wineD3DVertexBuffer);
ret = IWineD3DBuffer_GetPriority(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d8_cs);
return ret;
}
......@@ -139,7 +139,7 @@ static void WINAPI IDirect3DVertexBuffer8Impl_PreLoad(LPDIRECT3DVERTEXBUFFER8 if
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
IWineD3DVertexBuffer_PreLoad(This->wineD3DVertexBuffer);
IWineD3DBuffer_PreLoad(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d8_cs);
}
......@@ -149,7 +149,7 @@ static D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer8Impl_GetType(LPDIRECT3DVERTE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
type = IWineD3DVertexBuffer_GetType(This->wineD3DVertexBuffer);
type = IWineD3DBuffer_GetType(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d8_cs);
return type;
}
......@@ -161,7 +161,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_Lock(LPDIRECT3DVERTEXBUFFER8 if
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DVertexBuffer_Lock(This->wineD3DVertexBuffer, OffsetToLock, SizeToLock, ppbData, Flags);
hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, OffsetToLock, SizeToLock, ppbData, Flags);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
......@@ -172,7 +172,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_Unlock(LPDIRECT3DVERTEXBUFFER8
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DVertexBuffer_Unlock(This->wineD3DVertexBuffer);
hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
......@@ -183,7 +183,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer, (WINED3DVERTEXBUFFER_DESC *) pDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, (WINED3DVERTEXBUFFER_DESC *)pDesc);
LeaveCriticalSection(&d3d8_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(pDesc->Format);
......
......@@ -345,7 +345,7 @@ typedef struct IDirect3DVertexBuffer9Impl
LONG ref;
/* IDirect3DResource9 fields */
IWineD3DVertexBuffer *wineD3DVertexBuffer;
IWineD3DBuffer *wineD3DVertexBuffer;
/* Parent reference */
LPDIRECT3DDEVICE9EX parentDevice;
......
......@@ -470,7 +470,7 @@ static HRESULT WINAPI reset_enum_callback(IWineD3DResource *resource, void *data
break;
case WINED3DRTYPE_VERTEXBUFFER:
IWineD3DVertexBuffer_GetDesc((IWineD3DVertexBuffer *) resource, &vertex_desc);
IWineD3DBuffer_GetDesc((IWineD3DBuffer *)resource, &vertex_desc);
pool = vertex_desc.Pool;
break;
......@@ -1576,7 +1576,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_SetStreamSource(LPDIRECT3DDEVICE9EX i
static HRESULT WINAPI IDirect3DDevice9Impl_GetStreamSource(LPDIRECT3DDEVICE9EX iface, UINT StreamNumber, IDirect3DVertexBuffer9 **pStream, UINT* OffsetInBytes, UINT* pStride) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IWineD3DVertexBuffer *retStream = NULL;
IWineD3DBuffer *retStream = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n" , This);
......@@ -1588,8 +1588,8 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetStreamSource(LPDIRECT3DDEVICE9EX i
EnterCriticalSection(&d3d9_cs);
rc = IWineD3DDevice_GetStreamSource(This->WineD3DDevice, StreamNumber, &retStream, OffsetInBytes, pStride);
if (rc == D3D_OK && NULL != retStream) {
IWineD3DVertexBuffer_GetParent(retStream, (IUnknown **)pStream);
IWineD3DVertexBuffer_Release(retStream);
IWineD3DBuffer_GetParent(retStream, (IUnknown **)pStream);
IWineD3DBuffer_Release(retStream);
}else{
if (rc != D3D_OK){
FIXME("Call to GetStreamSource failed %p %p\n", OffsetInBytes, pStride);
......
......@@ -59,7 +59,7 @@ static ULONG WINAPI IDirect3DVertexBuffer9Impl_Release(LPDIRECT3DVERTEXBUFFER9 i
if (ref == 0) {
EnterCriticalSection(&d3d9_cs);
IWineD3DVertexBuffer_Release(This->wineD3DVertexBuffer);
IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d9_cs);
IDirect3DDevice9Ex_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
......@@ -82,7 +82,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDevice(LPDIRECT3DVERTEXBUFFE
static HRESULT WINAPI IDirect3DVertexBuffer9Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVertexBuffer_SetPrivateData(This->wineD3DVertexBuffer, refguid, pData, SizeOfData, Flags);
return IWineD3DBuffer_SetPrivateData(This->wineD3DVertexBuffer, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
......@@ -91,7 +91,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetPrivateData(LPDIRECT3DVERTEX
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_GetPrivateData(This->wineD3DVertexBuffer, refguid, pData, pSizeOfData);
hr = IWineD3DBuffer_GetPrivateData(This->wineD3DVertexBuffer, refguid, pData, pSizeOfData);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
......@@ -102,7 +102,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_FreePrivateData(LPDIRECT3DVERTE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_FreePrivateData(This->wineD3DVertexBuffer, refguid);
hr = IWineD3DBuffer_FreePrivateData(This->wineD3DVertexBuffer, refguid);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
......@@ -113,7 +113,7 @@ static DWORD WINAPI IDirect3DVertexBuffer9Impl_SetPriority(LPDIRECT3DVERTEXBUFFE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_SetPriority(This->wineD3DVertexBuffer, PriorityNew);
hr = IWineD3DBuffer_SetPriority(This->wineD3DVertexBuffer, PriorityNew);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
......@@ -124,7 +124,7 @@ static DWORD WINAPI IDirect3DVertexBuffer9Impl_GetPriority(LPDIRECT3DVERTEXBUFFE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_GetPriority(This->wineD3DVertexBuffer);
hr = IWineD3DBuffer_GetPriority(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
......@@ -134,7 +134,7 @@ static void WINAPI IDirect3DVertexBuffer9Impl_PreLoad(LPDIRECT3DVERTEXBUFFER9 if
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
IWineD3DVertexBuffer_PreLoad(This->wineD3DVertexBuffer);
IWineD3DBuffer_PreLoad(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d9_cs);
return ;
}
......@@ -145,7 +145,7 @@ static D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer9Impl_GetType(LPDIRECT3DVERTE
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
ret = IWineD3DVertexBuffer_GetType(This->wineD3DVertexBuffer);
ret = IWineD3DBuffer_GetType(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d9_cs);
return ret;
}
......@@ -157,7 +157,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_Lock(LPDIRECT3DVERTEXBUFFER9 if
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_Lock(This->wineD3DVertexBuffer, OffsetToLock, SizeToLock, (BYTE **)ppbData, Flags);
hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, OffsetToLock, SizeToLock, (BYTE **)ppbData, Flags);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
......@@ -168,7 +168,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_Unlock(LPDIRECT3DVERTEXBUFFER9
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_Unlock(This->wineD3DVertexBuffer);
hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
......@@ -179,7 +179,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer, (WINED3DVERTEXBUFFER_DESC *) pDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, (WINED3DVERTEXBUFFER_DESC *)pDesc);
LeaveCriticalSection(&d3d9_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(pDesc->Format);
......
......@@ -681,7 +681,7 @@ struct IDirect3DVertexBufferImpl
LONG ref;
/*** WineD3D and ddraw links ***/
IWineD3DVertexBuffer *wineD3DVertexBuffer;
IWineD3DBuffer *wineD3DVertexBuffer;
IWineD3DVertexDeclaration *wineD3DVertexDeclaration;
IDirectDrawImpl *ddraw;
......
......@@ -4117,8 +4117,7 @@ IDirect3DDeviceImpl_7_DrawPrimitiveVB(IDirect3DDevice7 *iface,
/* Get the FVF of the vertex buffer, and its stride */
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DVertexBuffer_GetDesc(vb->wineD3DVertexBuffer,
&Desc);
hr = IWineD3DBuffer_GetDesc(vb->wineD3DVertexBuffer, &Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr = %08x\n", This, hr);
......@@ -4247,8 +4246,7 @@ IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
EnterCriticalSection(&ddraw_cs);
/* Get the FVF of the vertex buffer, and its stride */
hr = IWineD3DVertexBuffer_GetDesc(vb->wineD3DVertexBuffer,
&Desc);
hr = IWineD3DBuffer_GetDesc(vb->wineD3DVertexBuffer, &Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr = %08x\n", This, hr);
......
......@@ -1043,7 +1043,7 @@ IDirect3DImpl_7_CreateVertexBuffer(IDirect3D7 *iface,
if(!object->wineD3DVertexDeclaration)
{
ERR("Cannot find the vertex declaration for fvf %08x\n", Desc->dwFVF);
IWineD3DVertexBuffer_Release(object->wineD3DVertexBuffer);
IWineD3DBuffer_Release(object->wineD3DVertexBuffer);
HeapFree(GetProcessHeap(), 0, object);
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
......
......@@ -159,7 +159,7 @@ IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
if (ref == 0)
{
IWineD3DVertexBuffer *curVB = NULL;
IWineD3DBuffer *curVB = NULL;
UINT offset, stride;
EnterCriticalSection(&ddraw_cs);
......@@ -182,11 +182,11 @@ IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
}
if(curVB)
{
IWineD3DVertexBuffer_Release(curVB); /* For the GetStreamSource */
IWineD3DBuffer_Release(curVB); /* For the GetStreamSource */
}
IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
IWineD3DVertexBuffer_Release(This->wineD3DVertexBuffer);
IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
LeaveCriticalSection(&ddraw_cs);
HeapFree(GetProcessHeap(), 0, This);
......@@ -242,8 +242,7 @@ IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
if(Size)
{
/* Get the size, for returning it, and for locking */
hr = IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer,
&Desc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
......@@ -253,11 +252,8 @@ IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
*Size = Desc.Size;
}
hr = IWineD3DVertexBuffer_Lock(This->wineD3DVertexBuffer,
0 /* OffsetToLock */,
0 /* SizeToLock, 0 == Full lock */,
(BYTE **) Data,
Flags);
hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, 0 /* OffsetToLock */,
0 /* SizeToLock, 0 == Full lock */, (BYTE **)Data, Flags);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
......@@ -291,7 +287,7 @@ IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
TRACE("(%p)->()\n", This);
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DVertexBuffer_Unlock(This->wineD3DVertexBuffer);
hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
LeaveCriticalSection(&ddraw_cs);
return hr;
......@@ -376,8 +372,7 @@ IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
doClip);
}
IWineD3DVertexBuffer_GetDesc(Src->wineD3DVertexBuffer,
&Desc);
IWineD3DBuffer_GetDesc(Src->wineD3DVertexBuffer, &Desc);
IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
0, /* Stream No */
Src->wineD3DVertexBuffer,
......@@ -447,8 +442,7 @@ IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
if(!Desc) return DDERR_INVALIDPARAMS;
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DVertexBuffer_GetDesc(This->wineD3DVertexBuffer,
&WDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
......
......@@ -34,348 +34,106 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
static void buffer_create_buffer_object(struct wined3d_buffer *This)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
ULONG refcount = InterlockedIncrement(&This->resource.ref);
GLenum error, gl_usage;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("%p increasing refcount to %u\n", This, refcount);
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
This, debug_d3dusage(This->resource.usage));
return refcount;
}
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
ULONG refcount = InterlockedDecrement(&This->resource.ref);
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
* with full functionality(but performance loss)
*/
while (glGetError() != GL_NO_ERROR);
TRACE("%p decreasing refcount to %u\n", This, refcount);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
if (!refcount)
GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
error = glGetError();
if (!This->buffer_object || error != GL_NO_ERROR)
{
resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
return refcount;
}
/* IWineD3DBase methods */
static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
{
return resource_get_parent((IWineD3DResource *)iface, parent);
}
/* IWineD3DResource methods */
static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
{
return resource_get_device((IWineD3DResource *)iface, device);
}
static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
}
static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
}
static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
{
return resource_free_private_data((IWineD3DResource *)iface, guid);
}
static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
{
return resource_set_priority((IWineD3DResource *)iface, priority);
}
static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
{
return resource_get_priority((IWineD3DResource *)iface);
}
static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
{
TRACE("iface %p\n", iface);
}
static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
{
TRACE("iface %p\n", iface);
}
static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
{
return resource_get_type((IWineD3DResource *)iface);
}
const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
{
/* IUnknown methods */
buffer_QueryInterface,
buffer_AddRef,
buffer_Release,
/* IWineD3DBase methods */
buffer_GetParent,
/* IWineD3DResource methods */
buffer_GetDevice,
buffer_SetPrivateData,
buffer_GetPrivateData,
buffer_FreePrivateData,
buffer_SetPriority,
buffer_GetPriority,
buffer_PreLoad,
buffer_UnLoad,
buffer_GetType,
};
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
error = glGetError();
if (error != GL_NO_ERROR)
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
ULONG refcount = InterlockedIncrement(&This->resource.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
ULONG refcount = InterlockedDecrement(&This->resource.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage. Because we always keep the local copy
* we never read from the vbo and can create a write only opengl buffer.
*/
switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
{
if (This->vbo)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
}
resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* IWineD3DBase methods */
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **parent)
{
return resource_get_parent((IWineD3DResource *)iface, parent);
}
/* IWineD3DResource methods */
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface,
IWineD3DDevice **device)
{
return resource_get_device((IWineD3DResource *)iface, device);
}
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
}
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
}
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID guid)
{
return resource_free_private_data((IWineD3DResource *)iface, guid);
}
static DWORD STDMETHODCALLTYPE IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD priority)
{
return resource_set_priority((IWineD3DResource *)iface, priority);
}
static DWORD STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface)
{
return resource_get_priority((IWineD3DResource *)iface);
}
static inline void fixup_d3dcolor(DWORD *pos)
{
DWORD srcColor = *pos;
/* 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
*/
*pos = 0;
*pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
*pos |= (srcColor & 0x000000ff) << 16; /* Blue */
}
static inline void fixup_transformed_pos(float *p)
{
float x, y, z, w;
case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
case WINED3DUSAGE_DYNAMIC:
TRACE("Gl usage = GL_STREAM_DRAW\n");
gl_usage = GL_STREAM_DRAW_ARB;
break;
/* 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;
case WINED3DUSAGE_WRITEONLY:
default:
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
gl_usage = GL_DYNAMIC_DRAW_ARB;
break;
}
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This,
const WineDirect3DVertexStridedData *strided, DWORD stride)
{
DWORD *ret, i, shift, j, type;
DWORD orig_type_size;
if (!stride)
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, gl_usage));
error = glGetError();
if (error != GL_NO_ERROR)
{
TRACE("No shift\n");
return NULL;
ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
This->conv_stride = stride;
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
for (i = 0; i < MAX_ATTRIBS; ++i)
{
if (strided->u.input[i].VBO != This->vbo) continue;
LEAVE_GL();
type = strided->u.input[i].dwType;
if (type == WINED3DDECLTYPE_FLOAT16_2)
{
shift = 4;
}
else if (type == WINED3DDECLTYPE_FLOAT16_4)
{
shift = 8;
/* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
* compatible
*/
for (j = 4; j < 8; ++j)
{
ret[(DWORD_PTR)strided->u.input[i].lpData + j] += 4;
}
}
else
{
shift = 0;
}
This->conv_stride += shift;
This->buffer_object_size = This->resource.size;
This->buffer_object_usage = gl_usage;
This->dirty_start = 0;
This->dirty_end = This->resource.size;
This->flags |= WINED3D_BUFFER_DIRTY;
if (shift)
{
orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
for (j = (DWORD_PTR)strided->u.input[i].lpData + orig_type_size; j < stride; ++j)
{
ret[j] += shift;
}
}
}
return;
if (TRACE_ON(d3d))
{
TRACE("Dumping conversion shift:\n");
for (i = 0; i < stride; ++i)
{
TRACE("[%d]", ret[i]);
}
TRACE("\n");
}
fail:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
This->buffer_object = 0;
LEAVE_GL();
return ret;
return;
}
static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
const enum vbo_conversion_type conv_type, const WineDirect3DStridedData *attrib,
DWORD *stride_this_run, const DWORD type)
static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
const enum wined3d_buffer_conversion_type conversion_type,
const WineDirect3DStridedData *attrib, DWORD *stride_this_run, const DWORD type)
{
DWORD attrib_size;
BOOL ret = FALSE;
int i;
unsigned int i;
DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
DWORD_PTR data;
......@@ -403,8 +161,9 @@ static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
*/
TRACE("Reconverting because converted attributes occur, and the stride changed\n");
This->stride = *stride_this_run;
HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*This->conversion_map) * This->stride);
ret = TRUE;
}
}
......@@ -413,19 +172,19 @@ static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
for (i = 0; i < attrib_size; ++i)
{
if (This->conv_map[data + i] != conv_type)
if (This->conversion_map[data + i] != conversion_type)
{
TRACE("Byte %ld in vertex changed\n", i + data);
TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
ret = TRUE;
This->conv_map[data + i] = conv_type;
This->conversion_map[data + i] = conversion_type;
}
}
return ret;
}
static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This,
static BOOL buffer_check_attribute(struct wined3d_buffer *This,
const WineDirect3DStridedData *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
{
......@@ -435,13 +194,13 @@ static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This,
/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
* there, on nonexistent attribs the vbo is 0.
*/
if (attrib->VBO != This->vbo) return FALSE;
if (attrib->VBO != This->buffer_object) return FALSE;
type = attrib->dwType;
/* Look for newly appeared conversion */
if (!GL_SUPPORT(NV_HALF_FLOAT) && (type == WINED3DDECLTYPE_FLOAT16_2 || type == WINED3DDECLTYPE_FLOAT16_4))
{
ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
......@@ -449,34 +208,100 @@ static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This,
}
else if (check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR)
{
ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR,
attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
if (!is_ffp_color) FIXME("Test for non-color fixed function D3DCOLOR type\n");
}
else if (is_ffp_position && type == WINED3DDECLTYPE_FLOAT4)
{
ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
ret = buffer_process_converted_attribute(This, CONV_POSITIONT,
attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
}
else if (This->conversion_map)
{
ret = buffer_process_converted_attribute(This, CONV_NONE,
attrib, stride_this_run, type);
}
return ret;
}
static UINT *find_conversion_shift(struct wined3d_buffer *This,
const WineDirect3DVertexStridedData *strided, UINT stride)
{
UINT *ret, i, j, shift, orig_type_size;
DWORD type;
if (!stride)
{
TRACE("No shift\n");
return NULL;
}
else if (This->conv_map)
This->conversion_stride = stride;
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
for (i = 0; i < MAX_ATTRIBS; ++i)
{
ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
if (strided->u.input[i].VBO != This->buffer_object) continue;
type = strided->u.input[i].dwType;
if (type == WINED3DDECLTYPE_FLOAT16_2)
{
shift = 4;
}
else if (type == WINED3DDECLTYPE_FLOAT16_4)
{
shift = 8;
/* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
* compatible
*/
for (j = 4; j < 8; ++j)
{
ret[(DWORD_PTR)strided->u.input[i].lpData + j] += 4;
}
}
else
{
shift = 0;
}
This->conversion_stride += shift;
if (shift)
{
orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
for (j = (DWORD_PTR)strided->u.input[i].lpData + orig_type_size; j < stride; ++j)
{
ret[j] += shift;
}
}
}
if (TRACE_ON(d3d))
{
TRACE("Dumping conversion shift:\n");
for (i = 0; i < stride; ++i)
{
TRACE("[%d]", ret[i]);
}
TRACE("\n");
}
return ret;
}
static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
static BOOL buffer_find_decl(struct wined3d_buffer *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL ret = FALSE;
int i;
DWORD stride_this_run = 0;
UINT stride_this_run = 0;
BOOL float16_used = FALSE;
BOOL ret = FALSE;
unsigned int i;
/* 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;
if (((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->flags & WINED3D_BUFFER_HASDESC) return FALSE;
TRACE("Finding vertex buffer conversion information\n");
/* Certain declaration types need some fixups before we can pass them to
......@@ -528,15 +353,15 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
*/
if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
{
if (This->conv_map)
if (This->conversion_map)
{
TRACE("Now using shaders without conversion, but conversion used before\n");
HeapFree(GetProcessHeap(), 0, This->conv_map);
HeapFree(GetProcessHeap(), 0, This->conv_shift);
This->conv_map = NULL;
HeapFree(GetProcessHeap(), 0, This->conversion_map);
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
This->conversion_map = NULL;
This->stride = 0;
This->conv_shift = NULL;
This->conv_stride = 0;
This->conversion_shift = NULL;
This->conversion_stride = 0;
return TRUE;
}
else
......@@ -546,17 +371,17 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
}
for (i = 0; i < MAX_ATTRIBS; ++i)
{
ret = check_attribute(This, &device->strided_streams.u.input[i],
ret = buffer_check_attribute(This, &device->strided_streams.u.input[i],
FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
}
/* Recalculate the conversion shift map if the declaration has changed,
* and we're using float16 conversion or used it on the last run
*/
if (ret && (float16_used || This->conv_map))
if (ret && (float16_used || This->conversion_map))
{
HeapFree(GetProcessHeap(), 0, This->conv_shift);
This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
This->conversion_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
}
}
else
......@@ -566,40 +391,40 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
* the attributes that our current fixed function pipeline implementation cares for.
*/
BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
ret = check_attribute(This, &device->strided_streams.u.s.position,
ret = buffer_check_attribute(This, &device->strided_streams.u.s.position,
TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.normal,
ret = buffer_check_attribute(This, &device->strided_streams.u.s.normal,
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.diffuse,
ret = buffer_check_attribute(This, &device->strided_streams.u.s.diffuse,
!support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.specular,
ret = buffer_check_attribute(This, &device->strided_streams.u.s.specular,
!support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[0],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[1],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[2],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[3],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[4],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[5],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[6],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7],
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[7],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
}
if (stride_this_run == 0 && This->conv_map)
if (stride_this_run == 0 && This->conversion_map)
{
/* Sanity test */
if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
HeapFree(GetProcessHeap(), 0, This->conv_map);
This->conv_map = NULL;
HeapFree(GetProcessHeap(), 0, This->conversion_map);
This->conversion_map = NULL;
This->stride = 0;
}
......@@ -608,132 +433,225 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
return ret;
}
static void check_vbo_size(IWineD3DVertexBufferImpl *This)
static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
{
DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
if (This->vbo_size != size)
UINT size = This->conversion_stride ?
This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
if (This->buffer_object_size != size)
{
TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
This->vbo_size = size;
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->buffer_object_usage));
This->buffer_object_size = size;
checkGLcall("glBufferDataARB");
LEAVE_GL();
}
}
static void CreateVBO(IWineD3DVertexBufferImpl *This)
static inline void fixup_d3dcolor(DWORD *dst_color)
{
GLenum error, glUsage;
DWORD vboUsage = This->resource.usage;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
DWORD src_color = *dst_color;
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
This, debug_d3dusage(vboUsage));
/* 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
*/
*dst_color = 0;
*dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
*dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
*dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
}
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
static inline void fixup_transformed_pos(float *p)
{
float x, y, z, w;
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
* with full functionality(but performance loss)
*/
while(glGetError() != GL_NO_ERROR);
/* 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[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
error = glGetError();
if (This->vbo == 0 || error != GL_NO_ERROR)
*buffer_object = This->buffer_object;
if (!This->buffer_object)
{
if (This->flags & WINED3D_BUFFER_CREATEBO)
{
buffer_create_buffer_object(This);
This->flags &= ~WINED3D_BUFFER_CREATEBO;
if (This->buffer_object)
{
*buffer_object = This->buffer_object;
return (const BYTE *)offset;
}
}
return This->resource.allocatedMemory + offset;
}
else
{
WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
return (const BYTE *)offset;
}
}
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
error = glGetError();
if (error != GL_NO_ERROR)
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage. Because we always keep the local copy
* we never read from the vbo and can create a write only opengl buffer.
*/
switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
ULONG refcount = InterlockedIncrement(&This->resource.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("iface %p\n", iface);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported
*/
if (This->buffer_object)
{
case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
case WINED3DUSAGE_DYNAMIC:
TRACE("Gl usage = GL_STREAM_DRAW\n");
glUsage = GL_STREAM_DRAW_ARB;
break;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
case WINED3DUSAGE_WRITEONLY:
default:
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->buffer_object = 0;
This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
}
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
error = glGetError();
if (error != GL_NO_ERROR)
static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
ULONG refcount = InterlockedDecrement(&This->resource.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto error;
buffer_UnLoad(iface);
resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
This->vbo_size = This->resource.size;
This->vbo_usage = glUsage;
This->dirtystart = 0;
This->dirtyend = This->resource.size;
This->Flags |= VBFLAG_DIRTY;
LEAVE_GL();
return refcount;
}
return;
/* IWineD3DBase methods */
error:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
if (This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
This->vbo = 0;
LEAVE_GL();
static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
{
return resource_get_parent((IWineD3DResource *)iface, parent);
}
return;
/* IWineD3DResource methods */
static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
{
return resource_get_device((IWineD3DResource *)iface, device);
}
static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
}
static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
}
static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
{
return resource_free_private_data((IWineD3DResource *)iface, guid);
}
static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
{
return resource_set_priority((IWineD3DResource *)iface, priority);
}
static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
{
return resource_get_priority((IWineD3DResource *)iface);
}
static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface)
static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BYTE *data;
UINT start = 0, end = 0, vertices;
BOOL declChanged = FALSE;
int i, j;
TRACE("(%p)->()\n", This);
BOOL decl_changed = FALSE;
unsigned int i, j;
BYTE *data;
if (!This->vbo)
TRACE("iface %p\n", iface);
if (!This->buffer_object)
{
/* TODO: Make converting independent from VBOs */
if (This->Flags & VBFLAG_CREATEVBO)
if (This->flags & WINED3D_BUFFER_CREATEBO)
{
CreateVBO(This);
This->Flags &= ~VBFLAG_CREATEVBO;
buffer_create_buffer_object(This);
This->flags &= ~WINED3D_BUFFER_CREATEBO;
}
else
{
......@@ -742,33 +660,33 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if (device->isInDraw && This->bindCount > 0)
if (device->isInDraw && This->bind_count > 0)
{
declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
This->Flags |= VBFLAG_HASDESC;
decl_changed = buffer_find_decl(This);
This->flags |= WINED3D_BUFFER_HASDESC;
}
if (!declChanged && !(This->Flags & VBFLAG_HASDESC && This->Flags & VBFLAG_DIRTY)) return;
if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) 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 many
* of them (and thus stop converting)
*/
if (declChanged)
if (decl_changed)
{
++This->declChanges;
This->draws = 0;
++This->conversion_count;
This->draw_count = 0;
if (This->declChanges > VB_MAXDECLCHANGES)
if (This->conversion_count > VB_MAXDECLCHANGES)
{
FIXME("Too many declaration changes, stopping converting\n");
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
HeapFree(GetProcessHeap(), 0, This->conv_shift);
This->buffer_object = 0;
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
/* 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
......@@ -779,7 +697,7 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
return;
}
check_vbo_size(This);
buffer_check_buffer_object_size(This);
}
else
{
......@@ -787,11 +705,11 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
* 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;
++This->draw_count;
if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
}
if (declChanged)
if (decl_changed)
{
/* The declaration changed, reload the whole buffer */
WARN("Reloading buffer because of decl change\n");
......@@ -801,23 +719,23 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
else
{
/* No decl change, but dirty data, reload the changed stuff */
if (This->conv_shift)
if (This->conversion_shift)
{
if (This->dirtystart != 0 || This->dirtyend != 0)
if (This->dirty_start != 0 || This->dirty_end != 0)
{
FIXME("Implement partial buffer loading with shifted conversion\n");
}
}
start = This->dirtystart;
end = This->dirtyend;
start = This->dirty_start;
end = This->dirty_end;
}
/* Mark the buffer clean */
This->Flags &= ~VBFLAG_DIRTY;
This->dirtystart = 0;
This->dirtyend = 0;
This->flags &= ~WINED3D_BUFFER_DIRTY;
This->dirty_start = 0;
This->dirty_end = 0;
if (!This->conv_map)
if (!This->conversion_map)
{
/* 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
......@@ -830,7 +748,7 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
checkGLcall("glBufferSubDataARB");
......@@ -841,24 +759,25 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
/* Now for each vertex in the buffer that needs conversion */
vertices = This->resource.size / This->stride;
if (This->conv_shift)
if (This->conversion_shift)
{
TRACE("Shifted conversion\n");
data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
{
for (j = 0; j < This->stride; ++j)
{
switch(This->conv_map[j])
switch(This->conversion_map[j])
{
case CONV_NONE:
data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
data[This->conversion_stride * i + j + This->conversion_shift[j]]
= This->resource.allocatedMemory[This->stride * i + j];
break;
case CONV_FLOAT16_2:
{
float *out = (float *)(&data[This->conv_stride * i + j + This->conv_shift[j]]);
float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
out[1] = float_16_to_32(in + 1);
......@@ -868,15 +787,16 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
}
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
break;
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conversion_stride, data));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
......@@ -888,7 +808,7 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
{
for (j = 0; j < This->stride; ++j)
{
switch(This->conv_map[j])
switch(This->conversion_map[j])
{
case CONV_NONE:
/* Done already */
......@@ -907,13 +827,13 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
case CONV_FLOAT16_2:
ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
checkGLcall("glBufferSubDataARB");
......@@ -923,164 +843,112 @@ static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuf
HeapFree(GetProcessHeap(), 0, data);
}
static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("(%p)\n", This);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported
*/
if (This->vbo)
{
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
}
}
static WINED3DRESOURCETYPE STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface)
static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
{
return resource_get_type((IWineD3DResource *)iface);
}
/* IWineD3DVertexBuffer methods */
/* IWineD3DBuffer methods */
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface,
UINT OffsetToLock, UINT SizeToLock, BYTE **ppbData, DWORD Flags)
static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
BYTE *data;
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
InterlockedIncrement(&This->lockcount);
InterlockedIncrement(&This->lock_count);
if (This->Flags & VBFLAG_DIRTY)
if (This->flags & WINED3D_BUFFER_DIRTY)
{
if (This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
if (SizeToLock)
if (This->dirty_start > offset) This->dirty_start = offset;
if (size)
{
if (This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
if (This->dirty_end < offset + size) This->dirty_end = offset + size;
}
else
{
This->dirtyend = This->resource.size;
This->dirty_end = This->resource.size;
}
}
else
{
This->dirtystart = OffsetToLock;
if (SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
else This->dirtyend = This->resource.size;
This->dirty_start = offset;
if (size) This->dirty_end = offset + size;
else This->dirty_end = This->resource.size;
}
data = This->resource.allocatedMemory;
This->Flags |= VBFLAG_DIRTY;
*ppbData = data + OffsetToLock;
This->flags |= WINED3D_BUFFER_DIRTY;
*data = This->resource.allocatedMemory + offset;
TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface)
static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
LONG lockcount;
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("(%p)\n", This);
lockcount = InterlockedDecrement(&This->lockcount);
if (lockcount > 0)
if (InterlockedDecrement(&This->lock_count))
{
/* Delay loading the buffer until everything is unlocked */
TRACE("Ignoring the unlock\n");
TRACE("Ignoring unlock\n");
return WINED3D_OK;
}
if (This->Flags & VBFLAG_HASDESC)
if (This->flags & WINED3D_BUFFER_HASDESC)
{
IWineD3DVertexBufferImpl_PreLoad(iface);
buffer_PreLoad(iface);
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface,
WINED3DVERTEXBUFFER_DESC *pDesc)
static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DVERTEXBUFFER_DESC *desc)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
struct wined3d_buffer *This = (struct wined3d_buffer *)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;
desc->Format = This->resource.format;
desc->Type = This->resource.resourceType;
desc->Usage = This->resource.usage;
desc->Pool = This->resource.pool;
desc->Size = This->resource.size;
desc->FVF = This->fvf;
return WINED3D_OK;
}
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
{
/* IUnknown methods */
IWineD3DVertexBufferImpl_QueryInterface,
IWineD3DVertexBufferImpl_AddRef,
IWineD3DVertexBufferImpl_Release,
buffer_QueryInterface,
buffer_AddRef,
buffer_Release,
/* IWineD3DBase methods */
IWineD3DVertexBufferImpl_GetParent,
buffer_GetParent,
/* IWineD3DResource methods */
IWineD3DVertexBufferImpl_GetDevice,
IWineD3DVertexBufferImpl_SetPrivateData,
IWineD3DVertexBufferImpl_GetPrivateData,
IWineD3DVertexBufferImpl_FreePrivateData,
IWineD3DVertexBufferImpl_SetPriority,
IWineD3DVertexBufferImpl_GetPriority,
IWineD3DVertexBufferImpl_PreLoad,
IWineD3DVertexBufferImpl_UnLoad,
IWineD3DVertexBufferImpl_GetType,
/* IWineD3DVertexBuffer methods */
IWineD3DVertexBufferImpl_Lock,
IWineD3DVertexBufferImpl_Unlock,
IWineD3DVertexBufferImpl_GetDesc,
buffer_GetDevice,
buffer_SetPrivateData,
buffer_GetPrivateData,
buffer_FreePrivateData,
buffer_SetPriority,
buffer_GetPriority,
buffer_PreLoad,
buffer_UnLoad,
buffer_GetType,
/* IWineD3DBuffer methods */
buffer_Map,
buffer_Unmap,
buffer_GetDesc,
};
const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer *iface, DWORD iOffset, GLint *vbo)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
*vbo = This->vbo;
if (!This->vbo)
{
if (This->Flags & VBFLAG_CREATEVBO)
{
CreateVBO(This);
This->Flags &= ~VBFLAG_CREATEVBO;
if (This->vbo)
{
*vbo = This->vbo;
return (const BYTE *)iOffset;
}
}
return This->resource.allocatedMemory + iOffset;
}
else
{
return (const BYTE *)iOffset;
}
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface,
......
......@@ -258,11 +258,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface,
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
IUnknown *parent) {
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
DWORD FVF, WINED3DPOOL Pool, IWineD3DBuffer **ppVertexBuffer, HANDLE *sharedHandle, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBufferImpl *object;
struct wined3d_buffer *object;
WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
HRESULT hr;
......@@ -289,7 +289,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
return WINED3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &IWineD3DVertexBuffer_Vtbl;
object->vtbl = &wined3d_buffer_vtbl;
hr = resource_init(&object->resource, WINED3DRTYPE_VERTEXBUFFER, This, Size, Usage, Format, Pool, parent);
if (FAILED(hr))
{
......@@ -304,7 +304,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object);
TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
*ppVertexBuffer = (IWineD3DBuffer *)object;
object->fvf = FVF;
......@@ -333,7 +333,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
} else if(dxVersion <= 7 && conv) {
TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
} else {
object->Flags |= VBFLAG_CREATEVBO;
object->flags |= WINED3D_BUFFER_CREATEBO;
}
return WINED3D_OK;
}
......@@ -552,7 +552,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
for(i = 0; i < MAX_STREAMS; i++) {
if(object->streamSource[i]) {
IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
IWineD3DBuffer_AddRef(object->streamSource[i]);
}
}
if(object->pIndexData) {
......@@ -685,7 +685,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
for(i = 0; i < MAX_STREAMS; i++) {
if(object->streamSource[i]) {
IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
IWineD3DBuffer_AddRef(object->streamSource[i]);
}
}
if(object->vertexShader) {
......@@ -2824,9 +2824,11 @@ static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *ifa
/*****
* Get / Set Stream Source
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBuffer *oldSrc;
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
IWineD3DBuffer *pStreamData, UINT OffsetInBytes, UINT Stride)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DBuffer *oldSrc;
if (StreamNumber >= MAX_STREAMS) {
WARN("Stream out of range %d\n", StreamNumber);
......@@ -2857,19 +2859,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
if(pStreamData) IWineD3DVertexBuffer_AddRef(pStreamData);
if(oldSrc) IWineD3DVertexBuffer_Release(oldSrc);
if (pStreamData) IWineD3DBuffer_AddRef(pStreamData);
if (oldSrc) IWineD3DBuffer_Release(oldSrc);
return WINED3D_OK;
}
if (pStreamData != NULL) {
IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
InterlockedIncrement(&vbImpl->bindCount);
IWineD3DVertexBuffer_AddRef(pStreamData);
InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
IWineD3DBuffer_AddRef(pStreamData);
}
if (oldSrc != NULL) {
InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
IWineD3DVertexBuffer_Release(oldSrc);
InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
IWineD3DBuffer_Release(oldSrc);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
......@@ -2877,7 +2878,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
UINT StreamNumber, IWineD3DBuffer **pStream, UINT *pOffset, UINT *pStride)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
......@@ -2896,7 +2899,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
}
if (*pStream != NULL) {
IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
}
return WINED3D_OK;
}
......@@ -4296,7 +4299,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
const WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags)
const WineDirect3DVertexStridedData *lpStrideData, struct wined3d_buffer *dest, DWORD dwFlags)
{
char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
unsigned int i;
......@@ -4328,9 +4331,10 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
if(dest->vbo) {
if (dest->buffer_object)
{
const void *src;
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
checkGLcall("glBindBufferARB");
src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
if(src) {
......@@ -4344,12 +4348,14 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
/* Get a pointer into the destination vbo(create one if none exists) and
* write correct opengl data into it. It's cheap and allows us to run drawStridedFast
*/
if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
dest->Flags |= VBFLAG_CREATEVBO;
IWineD3DVertexBuffer_PreLoad((IWineD3DVertexBuffer *) dest);
if (!dest->buffer_object && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT))
{
dest->flags |= WINED3D_BUFFER_CREATEBO;
IWineD3DBuffer_PreLoad((IWineD3DBuffer *)dest);
}
if(dest->vbo) {
if (dest->buffer_object)
{
unsigned char extrabytes = 0;
/* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
* gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
......@@ -4636,7 +4642,7 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
}
if(dest_conv) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
dwCount * get_flexible_vertex_size(DestFVF),
......@@ -4651,7 +4657,9 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
}
#undef copy_and_next
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineDirect3DVertexStridedData strided;
BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
......@@ -4681,12 +4689,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
*/
#define FIXSRC(type) \
if(strided.u.s.type.VBO) { \
IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
strided.u.s.type.VBO = 0; \
strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
ENTER_GL(); \
GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
vb->vbo = 0; \
GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object)); \
vb->buffer_object = 0; \
LEAVE_GL(); \
} \
if(strided.u.s.type.lpData) { \
......@@ -4713,7 +4721,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
#undef FIXSRC
}
return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
return process_vertices_strided(This, DestIndex, VertexCount, &strided,
(struct wined3d_buffer *)pDestBuffer, Flags);
}
/*****
......@@ -5490,7 +5499,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface,
const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBuffer *vb;
IWineD3DBuffer *vb;
TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
......@@ -5502,8 +5511,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface,
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
vb = This->stateBlock->streamSource[0];
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
if(vb) IWineD3DVertexBuffer_Release(vb);
This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
if (vb) IWineD3DBuffer_Release(vb);
This->stateBlock->streamOffset[0] = 0;
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
This->stateBlock->streamIsUP = TRUE;
......@@ -5531,7 +5540,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
{
int idxStride;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBuffer *vb;
IWineD3DBuffer *vb;
IWineD3DIndexBuffer *ib;
TRACE("(%p) : MinVtxIdx %u, NumVIdx %u, index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u\n",
......@@ -5551,8 +5560,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
vb = This->stateBlock->streamSource[0];
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
if(vb) IWineD3DVertexBuffer_Release(vb);
This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
if (vb) IWineD3DBuffer_Release(vb);
This->stateBlock->streamIsUP = TRUE;
This->stateBlock->streamOffset[0] = 0;
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
......
......@@ -108,7 +108,7 @@ void primitiveDeclarationConvertToStridedData(
/* Translate the declaration into strided data */
strided->swizzle_map = 0;
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
GLint streamVBO = 0;
GLuint streamVBO = 0;
BOOL stride_used;
unsigned int idx;
......@@ -126,7 +126,7 @@ void primitiveDeclarationConvertToStridedData(
data = (BYTE *)This->stateBlock->streamSource[element->Stream];
} else {
TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
data = buffer_get_memory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
......@@ -137,7 +137,7 @@ void primitiveDeclarationConvertToStridedData(
if(This->stateBlock->loadBaseVertexIndex < 0) {
WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
streamVBO = 0;
data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
data = ((struct wined3d_buffer *)This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
FIXME("System memory vertex data load offset is negative!\n");
}
......@@ -200,9 +200,9 @@ void primitiveDeclarationConvertToStridedData(
* once in there.
*/
for(i=0; i < numPreloadStreams; i++) {
IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
IWineD3DBuffer *vb = This->stateBlock->streamSource[streams[i]];
if(vb) {
IWineD3DVertexBuffer_PreLoad(vb);
IWineD3DBuffer_PreLoad(vb);
}
}
}
......@@ -675,7 +675,7 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3
sd->u.input[instancedData[j]].dwStride * i +
stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
if(sd->u.input[instancedData[j]].VBO) {
IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
struct wined3d_buffer *vb = (struct wined3d_buffer *)stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
ptr += (long) vb->resource.allocatedMemory;
}
......@@ -690,87 +690,87 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3
static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
unsigned char i;
IWineD3DVertexBufferImpl *vb;
struct wined3d_buffer *vb;
if(s->u.s.position.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.position.streamNo];
s->u.s.position.VBO = 0;
s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.blendWeights.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
s->u.s.blendWeights.VBO = 0;
s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.blendMatrixIndices.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
s->u.s.blendMatrixIndices.VBO = 0;
s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.normal.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.normal.streamNo];
s->u.s.normal.VBO = 0;
s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.pSize.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.pSize.streamNo];
s->u.s.pSize.VBO = 0;
s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.diffuse.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
s->u.s.diffuse.VBO = 0;
s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.specular.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.specular.streamNo];
s->u.s.specular.VBO = 0;
s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
}
for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
if(s->u.s.texCoords[i].VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
s->u.s.texCoords[i].VBO = 0;
s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
}
}
if(s->u.s.position2.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.position2.streamNo];
s->u.s.position2.VBO = 0;
s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.normal2.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.normal2.streamNo];
s->u.s.normal2.VBO = 0;
s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.tangent.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.tangent.streamNo];
s->u.s.tangent.VBO = 0;
s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.binormal.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.binormal.streamNo];
s->u.s.binormal.VBO = 0;
s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.tessFactor.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
s->u.s.tessFactor.VBO = 0;
s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.fog.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.fog.streamNo];
s->u.s.fog.VBO = 0;
s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.depth.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.depth.streamNo];
s->u.s.depth.VBO = 0;
s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.sample.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.sample.streamNo];
s->u.s.sample.VBO = 0;
s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
}
......@@ -975,8 +975,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
memset(&strided, 0, sizeof(strided));
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
if(strided.u.s.position.VBO) {
IWineD3DVertexBufferImpl *vb;
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
struct wined3d_buffer *vb;
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[strided.u.s.position.streamNo];
strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
(unsigned long) vb->resource.allocatedMemory);
}
......
......@@ -3842,7 +3842,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
int i;
const UINT *offset = stateblock->streamOffset;
IWineD3DVertexBufferImpl *vb;
struct wined3d_buffer *vb;
DWORD_PTR shift_index;
/* Default to no instancing */
......@@ -3870,27 +3870,28 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
checkGLcall("glBindBufferARB");
curVBO = strided->u.input[i].VBO;
}
vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
vb = (struct wined3d_buffer *)stateblock->streamSource[strided->u.input[i].streamNo];
/* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
* user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
* vbo we won't be load converted attributes anyway
*/
if(curVBO && vb->conv_shift) {
if (curVBO && vb->conversion_shift)
{
TRACE("Loading attribute from shifted buffer\n");
TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
TRACE("Attrib %d has original stride %d, new stride %d\n",
i, strided->u.input[i].dwStride, vb->conversion_stride);
TRACE("Original offset %p, additional offset 0x%08x\n",
strided->u.input[i].lpData, vb->conversion_shift[(DWORD_PTR) strided->u.input[i].lpData]);
TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
shift_index = shift_index % strided->u.input[i].dwStride;
GL_EXTCALL(glVertexAttribPointerARB(i,
WINED3D_ATR_FORMAT(strided->u.input[i].dwType),
WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
vb->conv_stride,
strided->u.input[i].lpData + vb->conv_shift[shift_index] +
stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
offset[strided->u.input[i].streamNo]));
GL_EXTCALL(glVertexAttribPointerARB(i, WINED3D_ATR_FORMAT(strided->u.input[i].dwType),
WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
vb->conversion_stride,
strided->u.input[i].lpData + vb->conversion_shift[shift_index]
+ stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride
+ offset[strided->u.input[i].streamNo]));
} else {
GL_EXTCALL(glVertexAttribPointerARB(i,
......@@ -3915,7 +3916,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
*/
const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
if(strided->u.input[i].VBO) {
vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
vb = (struct wined3d_buffer *)stateblock->streamSource[strided->u.input[i].streamNo];
ptr += (long) vb->resource.allocatedMemory;
}
......
......@@ -230,7 +230,7 @@ void stateblock_copy(
memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DBuffer *) * MAX_STREAMS);
memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
......@@ -295,7 +295,8 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
for (counter = 0; counter < MAX_STREAMS; counter++) {
if(This->streamSource[counter]) {
if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
if (IWineD3DBuffer_Release(This->streamSource[counter]))
{
TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
}
}
......@@ -553,8 +554,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
TRACE("Updating stream source %u to %p, stride to %u\n",
i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
This->streamStride[i] = targetStateBlock->streamStride[i];
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
......@@ -655,14 +656,14 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
This->scissorRect = targetStateBlock->scissorRect;
if(targetStateBlock->pIndexData != This->pIndexData) {
if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
if (targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
if (This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
if(targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
......@@ -696,8 +697,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
......
......@@ -1260,56 +1260,6 @@ HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
#define RESOURCE_ALIGNMENT 32
/*****************************************************************************
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
enum vbo_conversion_type {
CONV_NONE = 0,
CONV_D3DCOLOR = 1,
CONV_POSITIONT = 2,
CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
* fixed function semantics as D3DCOLOR or FLOAT16
*/
};
typedef struct IWineD3DVertexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DVertexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* WineD3DVertexBuffer specifics */
DWORD fvf;
/* Vertex buffer object support */
GLuint vbo;
BYTE Flags;
LONG bindCount;
LONG vbo_size;
GLenum vbo_usage;
UINT dirtystart, dirtyend;
LONG lockcount;
LONG declChanges, draws;
/* Last description of the buffer */
DWORD stride; /* 0 if no conversion */
enum vbo_conversion_type *conv_map; /* NULL if no conversion */
/* Extra load offsets, for FLOAT16 conversion */
DWORD *conv_shift; /* NULL if no shifted conversion */
DWORD conv_stride; /* 0 if no shifted conversion */
} IWineD3DVertexBufferImpl;
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
#define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
#define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
#define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
#define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
/*****************************************************************************
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DIndexBufferImpl
......@@ -1843,7 +1793,7 @@ struct IWineD3DStateBlockImpl
BOOL streamIsUP;
UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
IWineD3DBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS + 1];
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
......@@ -1978,15 +1928,54 @@ typedef struct WineQueryEventData {
} WineQueryEventData;
/* IWineD3DBuffer */
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
* fixed function semantics as D3DCOLOR or FLOAT16 */
enum wined3d_buffer_conversion_type
{
CONV_NONE,
CONV_D3DCOLOR,
CONV_POSITIONT,
CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
};
#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
#define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
#define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
#define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
struct wined3d_buffer
{
const struct IWineD3DBufferVtbl *vtbl;
IWineD3DResourceClass resource;
struct wined3d_buffer_desc desc;
GLuint buffer_object;
GLenum buffer_object_usage;
UINT buffer_object_size;
LONG bind_count;
DWORD flags;
UINT dirty_start;
UINT dirty_end;
LONG lock_count;
/* legacy vertex buffers */
DWORD fvf;
/* conversion stuff */
UINT conversion_count;
UINT draw_count;
UINT stride; /* 0 if no conversion */
UINT conversion_stride; /* 0 if no shifted conversion */
enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
/* Extra load offsets, for FLOAT16 conversion */
UINT *conversion_shift; /* NULL if no shifted conversion */
};
extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
/* IWineD3DRendertargetView */
struct wined3d_rendertarget_view
......@@ -2109,15 +2098,6 @@ void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED
unsigned int count_bits(unsigned int mask);
UINT wined3d_log2i(UINT32 x);
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
*
* Note: Only require classes which are subclassed, ie resource, basetexture,
*/
/* IWineD3DVertexBuffer */
extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_REG_ADDR 1
#define MAX_REG_TEMP 32
......
......@@ -2413,26 +2413,6 @@ interface IWineD3DRendertargetView : IWineD3DBase
[
object,
local,
uuid(217f671e-6f30-11d9-c687-00046142c14f)
]
interface IWineD3DVertexBuffer : IWineD3DResource
{
HRESULT Lock(
[in] UINT offset,
[in] UINT size,
[out] BYTE **data,
[in] DWORD flags
);
HRESULT Unlock(
);
HRESULT GetDesc(
[out] WINED3DVERTEXBUFFER_DESC *desc
);
}
[
object,
local,
uuid(3a02a54e-6f30-11d9-c687-00046142c14f)
]
interface IWineD3DIndexBuffer : IWineD3DResource
......@@ -2923,6 +2903,17 @@ interface IWineD3DSwapChain : IWineD3DBase
]
interface IWineD3DBuffer : IWineD3DResource
{
HRESULT Map(
[in] UINT offset,
[in] UINT size,
[out] BYTE **data,
[in] DWORD flags
);
HRESULT Unmap(
);
HRESULT GetDesc(
[out] WINED3DVERTEXBUFFER_DESC *desc
);
}
[
......@@ -2994,7 +2985,7 @@ interface IWineD3DDevice : IWineD3DBase
[in] DWORD usage,
[in] DWORD fvf,
[in] WINED3DPOOL pool,
[out] IWineD3DVertexBuffer **vertex_buffer,
[out] IWineD3DBuffer **vertex_buffer,
[in] HANDLE *shared_handle,
[in] IUnknown *parent
);
......@@ -3351,13 +3342,13 @@ interface IWineD3DDevice : IWineD3DBase
);
HRESULT SetStreamSource(
[in] UINT stream_idx,
[in] IWineD3DVertexBuffer *vertex_buffer,
[in] IWineD3DBuffer *buffer,
[in] UINT offset,
[in] UINT stride
);
HRESULT GetStreamSource(
[in] UINT stream_idx,
[out] IWineD3DVertexBuffer **vertex_buffer,
[out] IWineD3DBuffer **buffer,
[out] UINT *offset,
[out] UINT *stride
);
......@@ -3454,7 +3445,7 @@ interface IWineD3DDevice : IWineD3DBase
[in] UINT src_start_idx,
[in] UINT dst_idx,
[in] UINT vertex_count,
[in] IWineD3DVertexBuffer *dest_buffer,
[in] IWineD3DBuffer *dest_buffer,
[in] IWineD3DVertexDeclaration *declaration,
[in] DWORD flags
);
......
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