| /* |
| * IWineD3DVertexBuffer Implementation |
| * |
| * Copyright 2002-2005 Jason Edmeades |
| * Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info |
| |
| #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */ |
| #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */ |
| |
| /* ******************************************* |
| IWineD3DVertexBuffer IUnknown parts follow |
| ******************************************* */ |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DResource) |
| || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){ |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| ULONG ref = InterlockedIncrement(&This->resource.ref); |
| TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1); |
| return ref; |
| } |
| |
| static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| ULONG ref = InterlockedDecrement(&This->resource.ref); |
| TRACE("(%p) : Releasing from %d\n", This, ref + 1); |
| if (ref == 0) { |
| |
| if(This->vbo) { |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); |
| checkGLcall("glDeleteBuffersARB"); |
| LEAVE_GL(); |
| } |
| |
| IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /* **************************************************** |
| IWineD3DVertexBuffer IWineD3DResource parts follow |
| **************************************************** */ |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) { |
| return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { |
| return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { |
| return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) { |
| return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); |
| } |
| |
| static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) { |
| return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); |
| } |
| |
| static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) { |
| return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); |
| } |
| |
| static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) { |
| int i; |
| float x, y, z, w; |
| |
| for(i = num - 1; i >= 0; i--) { |
| if(haspos) { |
| float *p = (float *) (((int) src + (int) pos) + i * stride); |
| |
| /* rhw conversion like in drawStridedSlow */ |
| if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) { |
| x = p[0]; |
| y = p[1]; |
| z = p[2]; |
| w = 1.0; |
| } else { |
| w = 1.0 / p[3]; |
| x = p[0] * w; |
| y = p[1] * w; |
| z = p[2] * w; |
| } |
| p = (float *) ((int) dst + i * stride + (int) pos); |
| p[0] = x; |
| p[1] = y; |
| p[2] = z; |
| p[3] = w; |
| } |
| if(hasdiffuse) { |
| DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse); |
| srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride); |
| |
| /* Color conversion like in drawStridedSlow. watch out for little endianity |
| * If we want that stuff to work on big endian machines too we have to consider more things |
| * |
| * 0xff000000: Alpha mask |
| * 0x00ff0000: Blue mask |
| * 0x0000ff00: Green mask |
| * 0x000000ff: Red mask |
| */ |
| |
| *dstColor = 0; |
| *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */ |
| *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */ |
| *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */ |
| } |
| if(hasspecular) { |
| DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular); |
| srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride); |
| |
| /* Similar to diffuse |
| * TODO: Write the alpha value out for fog coords |
| */ |
| *dstColor = 0; |
| *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */ |
| *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */ |
| *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */ |
| } |
| } |
| } |
| |
| inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This) |
| { |
| WineDirect3DVertexStridedData strided; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| |
| /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer. |
| * Once we have our declaration there is no need to look it up again. |
| */ |
| if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) { |
| return FALSE; |
| } |
| |
| memset(&strided, 0, sizeof(strided)); |
| /* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't |
| * help finding them, only the vertex declaration or the device FVF can determine that at drawPrim |
| * time. Rules are as follows: |
| * |
| * -> No modification when Vertex Shaders are used |
| * -> Fix up position1 and position 2 if they are XYZRHW |
| * -> Fix up diffuse color |
| * -> Fix up specular color |
| * |
| * The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values |
| * are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too |
| * often PreLoad stops converting entirely and falls back to drawStridedSlow). |
| * |
| * Reconvert if: |
| * -> New semantics that have to be converted appear |
| * -> The position of semantics that have to be converted changes |
| * -> The stride of the vertex changed AND there is stuff that needs conversion |
| * -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there) |
| * |
| * Return values: |
| * TRUE: Reload is needed |
| * FALSE: otherwise |
| */ |
| |
| if(device->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *) device->stateBlock->vertexShader)->baseShader.function) { |
| /* Assume no conversion */ |
| memset(&strided, 0, sizeof(strided)); |
| } else { |
| /* we need a copy because we modify some params */ |
| memcpy(&strided, &device->strided_streams, sizeof(strided)); |
| |
| /* Filter out data that does not come from this VBO */ |
| if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position)); |
| if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse)); |
| if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular)); |
| if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2)); |
| } |
| |
| /* Filter out data that does not come from this VBO */ |
| if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position)); |
| if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse)); |
| if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular)); |
| if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2)); |
| |
| /* We have a declaration now in the buffer */ |
| This->Flags |= VBFLAG_HASDESC; |
| |
| /* Find out if reload is needed |
| * Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed. |
| * |
| * If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before |
| * and does not exist now all 3 values will be equal(=0). |
| * |
| * Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent |
| * data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more |
| * buffers at the same time and get the position from one and the color from the other buffer. |
| */ |
| if( /* Position transformed vs untransformed */ |
| ((This->strided.u.s.position_transformed || strided.u.s.position_transformed) && |
| This->strided.u.s.position.lpData != strided.u.s.position.lpData) || |
| /* Diffuse position and data type */ |
| This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride || |
| This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType || |
| /* Specular position and data type */ |
| This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride || |
| This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) { |
| |
| TRACE("Declaration changed, reloading buffer\n"); |
| /* Set the new description */ |
| memcpy(&This->strided, &strided, sizeof(strided)); |
| return TRUE; |
| } |
| |
| return FALSE; |
| } |
| |
| static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; |
| BYTE *data; |
| UINT start = 0, end = 0, stride = 0; |
| BOOL declChanged = FALSE; |
| TRACE("(%p)->()\n", This); |
| |
| if(This->Flags & VBFLAG_LOAD) { |
| return; /* Already doing that stuff */ |
| } |
| |
| if(!This->vbo) { |
| /* TODO: Make converting independent from VBOs */ |
| return; /* Not doing any conversion */ |
| } |
| |
| /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */ |
| if(This->resource.wineD3DDevice->isInDraw && This->bindCount > 0) { |
| declChanged = IWineD3DVertexBufferImpl_FindDecl(This); |
| } else if(This->Flags & VBFLAG_HASDESC) { |
| /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does |
| * the stream source state handler will call PreLoad again and the change will be cought |
| */ |
| } else { |
| /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload |
| * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid |
| * declaration for the buffer can be found |
| */ |
| return; |
| } |
| |
| /* If applications change the declaration over and over, reconverting all the time is a huge |
| * performance hit. So count the declaration changes and release the VBO if there are too much |
| * of them(and thus stop converting) |
| */ |
| if(declChanged) { |
| This->declChanges++; |
| This->draws = 0; |
| |
| if(This->declChanges > VB_MAXDECLCHANGES) { |
| if(This->resource.allocatedMemory) { |
| FIXME("Too much declaration changes, stopping converting\n"); |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); |
| checkGLcall("glDeleteBuffersARB"); |
| LEAVE_GL(); |
| This->vbo = 0; |
| |
| /* The stream source state handler might have read the memory of the vertex buffer already |
| * and got the memory in the vbo which is not valid any longer. Dirtify the stream source |
| * to force a reload. This happens only once per changed vertexbuffer and should occur rather |
| * rarely |
| */ |
| IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_STREAMSRC); |
| |
| return; |
| } |
| /* Otherwise do not bother to release the VBO. If we're doing direct locking now, |
| * and the declarations changed the code below will fetch the VBO's contents, convert |
| * and on the next decl change the data will be in sysmem too and we can just release the VBO |
| */ |
| } |
| } else { |
| /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that |
| * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without |
| * decl changes and reset the decl change count after a specific number of them |
| */ |
| This->draws++; |
| if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0; |
| } |
| |
| if(declChanged) { |
| /* The declaration changed, reload the whole buffer */ |
| WARN("Reloading buffer because of decl change\n"); |
| start = 0; |
| end = This->resource.size; |
| } else if(This->Flags & VBFLAG_DIRTY) { |
| /* No decl change, but dirty data, reload the changed stuff */ |
| start = This->dirtystart; |
| end = This->dirtyend; |
| } else { |
| /* Desc not changed, buffer not dirty, nothing to do :-) */ |
| return; |
| } |
| |
| /* Mark the buffer clean */ |
| This->Flags &= ~VBFLAG_DIRTY; |
| This->dirtystart = 0; |
| This->dirtyend = 0; |
| |
| /* If there was no conversion done before, then resource.allocatedMemory does not exist |
| * because locking was done directly into the VBO. In this case get the data out |
| */ |
| if(declChanged && !This->resource.allocatedMemory) { |
| |
| This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size); |
| if(!This->resource.allocatedMemory) { |
| ERR("Out of memory when allocating memory for a vertex buffer\n"); |
| return; |
| } |
| ERR("Was locking directly into the VBO, reading data back because conv is needed\n"); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB)); |
| if(!data) { |
| ERR("glMapBuffer failed!\n"); |
| LEAVE_GL(); |
| return; |
| } |
| memcpy(This->resource.allocatedMemory, data, This->resource.size); |
| GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)); |
| checkGLcall("glUnmapBufferARB"); |
| LEAVE_GL(); |
| } |
| |
| if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride; |
| else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride; |
| else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride; |
| else { |
| /* That means that there is nothing to fixup. Upload everything into the VBO and |
| * free This->resource.allocatedMemory |
| */ |
| TRACE("No conversion needed, locking directly into the VBO in future\n"); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory)); |
| checkGLcall("glBufferSubDataARB"); |
| LEAVE_GL(); |
| return; |
| } |
| |
| /* OK, we have the original data from the app, the description of the buffer and the dirty area. |
| * so convert the stuff |
| */ |
| data = HeapAlloc(GetProcessHeap(), 0, end-start); |
| if(!data) { |
| ERR("Out of memory\n"); |
| return; |
| } |
| memcpy(data, This->resource.allocatedMemory + start, end - start); |
| |
| fixup_vertices(data, data, stride, ( end - start) / stride, |
| /* Position */ |
| This->strided.u.s.position.lpData, /* Data location */ |
| This->strided.u.s.position_transformed, /* Do convert? */ |
| /* Diffuse color */ |
| This->strided.u.s.diffuse.lpData, /* Location */ |
| This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */ |
| /* specular color */ |
| This->strided.u.s.specular.lpData, /* location */ |
| This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data)); |
| checkGLcall("glBufferSubDataARB"); |
| LEAVE_GL(); |
| |
| HeapFree(GetProcessHeap(), 0, data); |
| } |
| |
| static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) { |
| return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) { |
| return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); |
| } |
| |
| /* ****************************************************** |
| IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow |
| ****************************************************** */ |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| BYTE *data; |
| TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags); |
| |
| InterlockedIncrement(&This->lockcount); |
| |
| if(This->Flags & VBFLAG_DIRTY) { |
| if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock; |
| if(SizeToLock) { |
| if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock; |
| } else { |
| This->dirtyend = This->resource.size; |
| } |
| } else { |
| This->dirtystart = OffsetToLock; |
| if(SizeToLock) |
| This->dirtyend = OffsetToLock + SizeToLock; |
| else |
| This->dirtyend = This->resource.size; |
| } |
| |
| if(This->resource.allocatedMemory) { |
| data = This->resource.allocatedMemory; |
| This->Flags |= VBFLAG_DIRTY; |
| } else { |
| GLenum mode = GL_READ_WRITE_ARB; |
| /* Return data to the VBO */ |
| |
| TRACE("Locking directly into the buffer\n"); |
| |
| if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & WINED3DLOCK_DISCARD) ) { |
| mode = GL_WRITE_ONLY_ARB; |
| } else if( Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) ) { |
| mode = GL_READ_ONLY_ARB; |
| } |
| |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode)); |
| LEAVE_GL(); |
| if(!data) { |
| ERR("glMapBuffer failed\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| *ppbData = data + OffsetToLock; |
| |
| TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock); |
| /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */ |
| return WINED3D_OK; |
| } |
| HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; |
| LONG lockcount; |
| TRACE("(%p)\n", This); |
| |
| lockcount = InterlockedDecrement(&This->lockcount); |
| if(lockcount > 0) { |
| /* Delay loading the buffer until everything is unlocked */ |
| TRACE("Ignoring the unlock\n"); |
| return D3D_OK; |
| } |
| |
| if(!This->resource.allocatedMemory) { |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)); |
| checkGLcall("glUnmapBufferARB"); |
| LEAVE_GL(); |
| } else if(This->Flags & VBFLAG_HASDESC){ |
| IWineD3DVertexBufferImpl_PreLoad(iface); |
| } |
| return WINED3D_OK; |
| } |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| |
| TRACE("(%p)\n", This); |
| pDesc->Format = This->resource.format; |
| pDesc->Type = This->resource.resourceType; |
| pDesc->Usage = This->resource.usage; |
| pDesc->Pool = This->resource.pool; |
| pDesc->Size = This->resource.size; |
| pDesc->FVF = This->fvf; |
| return WINED3D_OK; |
| } |
| |
| const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DVertexBufferImpl_QueryInterface, |
| IWineD3DVertexBufferImpl_AddRef, |
| IWineD3DVertexBufferImpl_Release, |
| /* IWineD3DResource */ |
| IWineD3DVertexBufferImpl_GetParent, |
| IWineD3DVertexBufferImpl_GetDevice, |
| IWineD3DVertexBufferImpl_SetPrivateData, |
| IWineD3DVertexBufferImpl_GetPrivateData, |
| IWineD3DVertexBufferImpl_FreePrivateData, |
| IWineD3DVertexBufferImpl_SetPriority, |
| IWineD3DVertexBufferImpl_GetPriority, |
| IWineD3DVertexBufferImpl_PreLoad, |
| IWineD3DVertexBufferImpl_GetType, |
| /* IWineD3DVertexBuffer */ |
| IWineD3DVertexBufferImpl_Lock, |
| IWineD3DVertexBufferImpl_Unlock, |
| IWineD3DVertexBufferImpl_GetDesc |
| }; |
| |
| BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| |
| *vbo = This->vbo; |
| if(This->vbo == 0) { |
| return This->resource.allocatedMemory + iOffset; |
| } else { |
| return (BYTE *) iOffset; |
| } |
| } |
| |
| HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) { |
| return WINED3D_OK; |
| } |