Beispiel #1
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::Release
 *
 * Release for Vertex Buffers
 *
 * Returns:
 *  The new refcount
 *
 *****************************************************************************/
static ULONG WINAPI d3d_vertex_buffer7_Release(IDirect3DVertexBuffer7 *iface)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
    ULONG ref = InterlockedDecrement(&buffer->ref);

    TRACE("%p decreasing refcount to %u.\n", buffer, ref);

    if (ref == 0)
    {
        struct wined3d_buffer *curVB = NULL;
        UINT offset, stride;

        /* D3D7 Vertex buffers don't stay bound in the device, they are passed
         * as a parameter to drawPrimitiveVB. DrawPrimitiveVB sets them as the
         * stream source in wined3d, and they should get unset there before
         * they are destroyed. */
        wined3d_mutex_lock();
        wined3d_device_get_stream_source(buffer->ddraw->wined3d_device,
                0, &curVB, &offset, &stride);
        if (curVB == buffer->wineD3DVertexBuffer)
            wined3d_device_set_stream_source(buffer->ddraw->wined3d_device, 0, NULL, 0, 0);

        wined3d_vertex_declaration_decref(buffer->wineD3DVertexDeclaration);
        wined3d_buffer_decref(buffer->wineD3DVertexBuffer);
        wined3d_mutex_unlock();

        HeapFree(GetProcessHeap(), 0, buffer);
    }

    return ref;
}
/*****************************************************************************
 * IDirect3DVertexBuffer7::Release
 *
 * Release for Vertex Buffers
 *
 * Returns:
 *  The new refcount
 *
 *****************************************************************************/
static ULONG WINAPI
IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
{
    IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
    ULONG ref = InterlockedDecrement(&This->ref);

    TRACE("%p decreasing refcount to %u.\n", This, ref);

    if (ref == 0)
    {
        struct wined3d_buffer *curVB = NULL;
        UINT offset, stride;

        EnterCriticalSection(&ddraw_cs);
        /* D3D7 Vertex buffers don't stay bound in the device, they are passed
         * as a parameter to drawPrimitiveVB. DrawPrimitiveVB sets them as the
         * stream source in wined3d, and they should get unset there before
         * they are destroyed. */
        wined3d_device_get_stream_source(This->ddraw->wined3d_device,
                0, &curVB, &offset, &stride);
        if (curVB == This->wineD3DVertexBuffer)
            wined3d_device_set_stream_source(This->ddraw->wined3d_device, 0, NULL, 0, 0);
        if (curVB)
            wined3d_buffer_decref(curVB); /* For the GetStreamSource */

        wined3d_vertex_declaration_decref(This->wineD3DVertexDeclaration);
        wined3d_buffer_decref(This->wineD3DVertexBuffer);
        LeaveCriticalSection(&ddraw_cs);
        HeapFree(GetProcessHeap(), 0, This);

        return 0;
    }
    return ref;
}
/*****************************************************************************
 * IDirect3DVertexBuffer7::ProcessVertices
 *
 * Processes untransformed Vertices into a transformed or optimized vertex
 * buffer. It can also perform other operations, such as lighting or clipping
 *
 * Params
 *  VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
 *  DestIndex: Index in the destination buffer(This), where the vertices are
 *             placed
 *  Count: Number of Vertices in the Source buffer to process
 *  SrcBuffer: Source vertex buffer
 *  SrcIndex: Index of the first vertex in the src buffer to process
 *  D3DDevice: Device to use for transformation
 *  Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
 *         unchaned vertices
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
                                          DWORD VertexOp,
                                          DWORD DestIndex,
                                          DWORD Count,
                                          IDirect3DVertexBuffer7 *SrcBuffer,
                                          DWORD SrcIndex,
                                          IDirect3DDevice7 *D3DDevice,
                                          DWORD Flags)
{
    IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
    IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer;
    IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
    BOOL oldClip, doClip;
    HRESULT hr;

    TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
            iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);

    /* Vertex operations:
     * D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
     * in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
     * D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
     * D3DVOP_LIGHT: Lights the vertices
     * D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
     *
     * WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
     * are not implemented. Clipping is disabled ATM, because of unsure conditions.
     */
    if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;

    EnterCriticalSection(&ddraw_cs);
    /* WineD3D doesn't know d3d7 vertex operation, it uses
     * render states instead. Set the render states according to
     * the vertex ops
     */
    doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
    wined3d_device_get_render_state(D3D->wined3d_device, WINED3DRS_CLIPPING, (DWORD *)&oldClip);
    if (doClip != oldClip)
        wined3d_device_set_render_state(D3D->wined3d_device, WINED3DRS_CLIPPING, doClip);

    wined3d_device_set_stream_source(D3D->wined3d_device,
            0, Src->wineD3DVertexBuffer, 0, get_flexible_vertex_size(Src->fvf));
    wined3d_device_set_vertex_declaration(D3D->wined3d_device, Src->wineD3DVertexDeclaration);
    hr = wined3d_device_process_vertices(D3D->wined3d_device, SrcIndex, DestIndex,
            Count, This->wineD3DVertexBuffer, NULL, Flags, This->fvf);

    /* Restore the states if needed */
    if (doClip != oldClip)
        wined3d_device_set_render_state(D3D->wined3d_device, WINED3DRS_CLIPPING, oldClip);
    LeaveCriticalSection(&ddraw_cs);
    return hr;
}
Beispiel #4
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::ProcessVertices
 *
 * Processes untransformed Vertices into a transformed or optimized vertex
 * buffer. It can also perform other operations, such as lighting or clipping
 *
 * Params
 *  VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
 *  DestIndex: Index in the destination buffer(This), where the vertices are
 *             placed
 *  Count: Number of Vertices in the Source buffer to process
 *  SrcBuffer: Source vertex buffer
 *  SrcIndex: Index of the first vertex in the src buffer to process
 *  D3DDevice: Device to use for transformation
 *  Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
 *         unchaned vertices
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
 *
 *****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_ProcessVertices(IDirect3DVertexBuffer7 *iface,
        DWORD vertex_op, DWORD dst_idx, DWORD count, IDirect3DVertexBuffer7 *src_buffer,
        DWORD src_idx, IDirect3DDevice7 *device, DWORD flags)
{
    struct d3d_vertex_buffer *dst_buffer_impl = impl_from_IDirect3DVertexBuffer7(iface);
    struct d3d_vertex_buffer *src_buffer_impl = unsafe_impl_from_IDirect3DVertexBuffer7(src_buffer);
    struct d3d_device *device_impl = unsafe_impl_from_IDirect3DDevice7(device);
    BOOL oldClip, doClip;
    HRESULT hr;

    TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
            iface, vertex_op, dst_idx, count, src_buffer, src_idx, device, flags);

    /* Vertex operations:
     * D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
     * in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
     * D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
     * D3DVOP_LIGHT: Lights the vertices
     * D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
     *
     * WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
     * are not implemented. Clipping is disabled ATM, because of unsure conditions.
     */
    if (!(vertex_op & D3DVOP_TRANSFORM))
        return DDERR_INVALIDPARAMS;

    wined3d_mutex_lock();

    /* WineD3D doesn't know d3d7 vertex operation, it uses
     * render states instead. Set the render states according to
     * the vertex ops
     */
    doClip = !!(vertex_op & D3DVOP_CLIP);
    oldClip = wined3d_device_get_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING);
    if (doClip != oldClip)
        wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, doClip);

    wined3d_device_set_stream_source(device_impl->wined3d_device,
            0, src_buffer_impl->wineD3DVertexBuffer, 0, get_flexible_vertex_size(src_buffer_impl->fvf));
    wined3d_device_set_vertex_declaration(device_impl->wined3d_device, src_buffer_impl->wineD3DVertexDeclaration);
    hr = wined3d_device_process_vertices(device_impl->wined3d_device, src_idx, dst_idx,
            count, dst_buffer_impl->wineD3DVertexBuffer, NULL, flags, dst_buffer_impl->fvf);

    /* Restore the states if needed */
    if (doClip != oldClip)
        wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, oldClip);

    wined3d_mutex_unlock();

    return hr;
}