Exemple #1
0
HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
        UINT size, DWORD usage, DWORD fvf, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
    {
        WARN("Vertex buffer with D3DPOOL_SCRATCH requested.\n");
        return D3DERR_INVALIDCALL;
    }

    /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    buffer->IDirect3DVertexBuffer8_iface.lpVtbl = &Direct3DVertexBuffer8_Vtbl;
    d3d8_resource_init(&buffer->resource);
    buffer->fvf = fvf;
    buffer->usage = usage;

    desc.byte_width = size;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
    /* Buffers are always readable. */
    if (pool != D3DPOOL_DEFAULT)
        desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
        parent_ops = &d3d8_vertexbuffer_wined3d_parent_ops;
    }

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d8_vertexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(buffer->parent_device);

    return D3D_OK;
}
Exemple #2
0
HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
        UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
        return D3DERR_INVALIDCALL;

    /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    desc.byte_width = size;
    desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage)
            | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        parent_ops = &d3d8_indexbuffer_wined3d_parent_ops;
    }

    buffer->IDirect3DIndexBuffer8_iface.lpVtbl = &d3d8_indexbuffer_vtbl;
    d3d8_resource_init(&buffer->resource);
    buffer->format = wined3dformat_from_d3dformat(format);

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d8_indexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(buffer->parent_device);

    return D3D_OK;
}