Exemple #1
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::QueryInterface
 *
 * The QueryInterface Method for Vertex Buffers
 * For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
 *
 * Params
 *  riid: Queried Interface id
 *  obj: Address to return the interface pointer
 *
 * Returns:
 *  S_OK on success
 *  E_NOINTERFACE if the interface wasn't found
 *
 *****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_QueryInterface(IDirect3DVertexBuffer7 *iface, REFIID riid, void  **obj)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);

    TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);

    /* By default, set the object pointer to NULL */
    *obj = NULL;

    if ( IsEqualGUID( &IID_IUnknown,  riid ) )
    {
        IDirect3DVertexBuffer7_AddRef(iface);
        *obj = iface;
        TRACE("  Creating IUnknown interface at %p.\n", *obj);
        return S_OK;
    }
    if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
    {
        IDirect3DVertexBuffer7_AddRef(iface);
        *obj = &buffer->IDirect3DVertexBuffer_iface;
        TRACE("  Creating IDirect3DVertexBuffer interface %p\n", *obj);
        return S_OK;
    }
    if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
    {
        IDirect3DVertexBuffer7_AddRef(iface);
        *obj = iface;
        TRACE("  Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
        return S_OK;
    }

    WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));

    return E_NOINTERFACE;
}
Exemple #2
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;
}
Exemple #3
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::QueryInterface
 *
 * The QueryInterface Method for Vertex Buffers
 * For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
 *
 * Params
 *  riid: Queried Interface id
 *  obj: Address to return the interface pointer
 *
 * Returns:
 *  S_OK on success
 *  E_NOINTERFACE if the interface wasn't found
 *
 *****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface,
        REFIID riid, void  **obj)
{
    IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);

    TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);

    /* By default, set the object pointer to NULL */
    *obj = NULL;

    if ( IsEqualGUID( &IID_IUnknown,  riid ) )
    {
        IUnknown_AddRef(iface);
        *obj = iface;
        TRACE("  Creating IUnknown interface at %p.\n", *obj);
        return S_OK;
    }
    if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
    {
        IUnknown_AddRef(iface);
        *obj = &This->IDirect3DVertexBuffer_iface;
        TRACE("  Creating IDirect3DVertexBuffer interface %p\n", *obj);
        return S_OK;
    }
    if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
    {
        IUnknown_AddRef(iface);
        *obj = iface;
        TRACE("  Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
        return S_OK;
    }
    FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
    return E_NOINTERFACE;
}
Exemple #4
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::Lock
 *
 * Locks the vertex buffer and returns a pointer to the vertex data
 * Locking vertex buffers is similar to locking surfaces, because Windows
 * uses surfaces to store vertex data internally (According to the DX sdk)
 *
 * Params:
 *  Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
 *         DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
 *  Data:  Returns a pointer to the vertex data
 *  Size:  Returns the size of the buffer if not NULL
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_INVALIDPARAMS if Data is NULL
 *  D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
 *
 *****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface, DWORD Flags,
        void **Data, DWORD *Size)
{
    IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
    struct wined3d_resource_desc wined3d_desc;
    struct wined3d_resource *wined3d_resource;
    HRESULT hr;
    DWORD wined3d_flags = 0;

    TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);

    /* Writeonly: Pointless. Event: Unsupported by native according to the sdk
     * nosyslock: Not applicable
     */
    if(!(Flags & DDLOCK_WAIT))          wined3d_flags |= WINED3DLOCK_DONOTWAIT;
    if(Flags & DDLOCK_READONLY)         wined3d_flags |= WINED3DLOCK_READONLY;
    if(Flags & DDLOCK_NOOVERWRITE)      wined3d_flags |= WINED3DLOCK_NOOVERWRITE;
    if(Flags & DDLOCK_DISCARDCONTENTS)  wined3d_flags |= WINED3DLOCK_DISCARD;

    wined3d_mutex_lock();
    if(Size)
    {
        /* Get the size, for returning it, and for locking */
        wined3d_resource = wined3d_buffer_get_resource(This->wineD3DVertexBuffer);
        wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
        *Size = wined3d_desc.size;
    }

    hr = wined3d_buffer_map(This->wineD3DVertexBuffer, 0, 0, (BYTE **)Data, wined3d_flags);
    wined3d_mutex_unlock();

    return hr;
}
Exemple #5
0
struct d3d_vertex_buffer *unsafe_impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
{
    if (!iface)
        return NULL;
    assert(iface->lpVtbl == &d3d_vertex_buffer7_vtbl);

    return impl_from_IDirect3DVertexBuffer7(iface);
}
Exemple #6
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::Lock
 *
 * Locks the vertex buffer and returns a pointer to the vertex data
 * Locking vertex buffers is similar to locking surfaces, because Windows
 * uses surfaces to store vertex data internally (According to the DX sdk)
 *
 * Params:
 *  Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
 *         DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
 *  Data:  Returns a pointer to the vertex data
 *  Size:  Returns the size of the buffer if not NULL
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_INVALIDPARAMS if Data is NULL
 *  D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
 *
 *****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_Lock(IDirect3DVertexBuffer7 *iface,
        DWORD flags, void **data, DWORD *data_size)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
    struct wined3d_resource_desc wined3d_desc;
    struct wined3d_resource *wined3d_resource;
    HRESULT hr;
    DWORD wined3d_flags = 0;

    TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, flags, data, data_size);

    /* Writeonly: Pointless. Event: Unsupported by native according to the sdk
     * nosyslock: Not applicable
     */
    if (!(flags & DDLOCK_WAIT))
        wined3d_flags |= WINED3D_MAP_DONOTWAIT;
    if (flags & DDLOCK_READONLY)
        wined3d_flags |= WINED3D_MAP_READONLY;
    if (flags & DDLOCK_NOOVERWRITE)
        wined3d_flags |= WINED3D_MAP_NOOVERWRITE;
    if (flags & DDLOCK_DISCARDCONTENTS)
    {
        wined3d_flags |= WINED3D_MAP_DISCARD;

        if (!buffer->dynamic)
        {
            struct wined3d_buffer *new_buffer;
            wined3d_mutex_lock();
            hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, TRUE, &new_buffer);
            if (SUCCEEDED(hr))
            {
                buffer->dynamic = TRUE;
                wined3d_buffer_decref(buffer->wineD3DVertexBuffer);
                buffer->wineD3DVertexBuffer = new_buffer;
            }
            else
            {
                WARN("Failed to create a dynamic buffer\n");
            }
            wined3d_mutex_unlock();
        }
    }

    wined3d_mutex_lock();
    if (data_size)
    {
        /* Get the size, for returning it, and for locking */
        wined3d_resource = wined3d_buffer_get_resource(buffer->wineD3DVertexBuffer);
        wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
        *data_size = wined3d_desc.size;
    }

    hr = wined3d_buffer_map(buffer->wineD3DVertexBuffer, 0, 0, (BYTE **)data, wined3d_flags);

    wined3d_mutex_unlock();

    return hr;
}
Exemple #7
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::AddRef
 *
 * AddRef for Vertex Buffers
 *
 * Returns:
 *  The new refcount
 *
 *****************************************************************************/
static ULONG WINAPI d3d_vertex_buffer7_AddRef(IDirect3DVertexBuffer7 *iface)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
    ULONG ref = InterlockedIncrement(&buffer->ref);

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

    return ref;
}
Exemple #8
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::AddRef
 *
 * AddRef for Vertex Buffers
 *
 * Returns:
 *  The new refcount
 *
 *****************************************************************************/
static ULONG WINAPI IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface)
{
    IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

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

    return ref;
}
Exemple #9
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::Unlock
 *
 * Unlocks a vertex Buffer
 *
 * Returns:
 *  D3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_Unlock(IDirect3DVertexBuffer7 *iface)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);

    TRACE("iface %p.\n", iface);

    wined3d_mutex_lock();
    wined3d_buffer_unmap(buffer->wineD3DVertexBuffer);
    wined3d_mutex_unlock();

    return D3D_OK;
}
Exemple #10
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::Unlock
 *
 * Unlocks a vertex Buffer
 *
 * Returns:
 *  D3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
{
    IDirect3DVertexBufferImpl *This = impl_from_IDirect3DVertexBuffer7(iface);

    TRACE("iface %p.\n", iface);

    wined3d_mutex_lock();
    wined3d_buffer_unmap(This->wineD3DVertexBuffer);
    wined3d_mutex_unlock();

    return D3D_OK;
}
Exemple #11
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;
}
Exemple #12
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::GetVertexBufferDesc
 *
 * Returns the description of a vertex buffer
 *
 * Params:
 *  Desc: Address to write the description to
 *
 * Returns
 *  DDERR_INVALIDPARAMS if Desc is NULL
 *  D3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface, D3DVERTEXBUFFERDESC *desc)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
    struct wined3d_resource_desc wined3d_desc;
    struct wined3d_resource *wined3d_resource;

    TRACE("iface %p, desc %p.\n", iface, desc);

    if (!desc) return DDERR_INVALIDPARAMS;

    wined3d_mutex_lock();
    wined3d_resource = wined3d_buffer_get_resource(buffer->wineD3DVertexBuffer);
    wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
    wined3d_mutex_unlock();

    /* Now fill the desc structure */
    desc->dwCaps = buffer->Caps;
    desc->dwFVF = buffer->fvf;
    desc->dwNumVertices = wined3d_desc.size / get_flexible_vertex_size(buffer->fvf);

    return D3D_OK;
}
Exemple #13
0
/*****************************************************************************
 * IDirect3DVertexBuffer7::Optimize
 *
 * Converts an unoptimized vertex buffer into an optimized buffer
 *
 * Params:
 *  D3DDevice: Device for which this buffer is optimized
 *  Flags: Not used, should be set to 0
 *
 * Returns
 *  D3D_OK, because it's a stub
 *
 *****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_Optimize(IDirect3DVertexBuffer7 *iface,
        IDirect3DDevice7 *device, DWORD flags)
{
    struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
    static BOOL hide = FALSE;

    TRACE("iface %p, device %p, flags %#x.\n", iface, device, flags);

    if (!hide)
    {
        FIXME("iface %p, device %p, flags %#x stub!\n", iface, device, flags);
        hide = TRUE;
    }

    /* We could forward this call to WineD3D and take advantage
     * of it once we use OpenGL vertex buffers
     */
    wined3d_mutex_lock();
    buffer->Caps |= D3DVBCAPS_OPTIMIZED;
    wined3d_mutex_unlock();

    return DD_OK;
}