Пример #1
0
/*****************************************************************************
 * 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)
    {
        IWineD3DBuffer *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
         */
        IWineD3DDevice_GetStreamSource(This->ddraw->wineD3DDevice,
                                       0 /* Stream number */,
                                       &curVB,
                                       &offset,
                                       &stride);
        if(curVB == This->wineD3DVertexBuffer)
        {
            IWineD3DDevice_SetStreamSource(This->ddraw->wineD3DDevice,
                                        0 /* Steam number */,
                                        NULL /* stream data */,
                                        0 /* Offset */,
                                        0 /* stride */);
        }
        if(curVB)
        {
            IWineD3DBuffer_Release(curVB); /* For the GetStreamSource */
        }

        IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
        IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
        LeaveCriticalSection(&ddraw_cs);
        HeapFree(GetProcessHeap(), 0, This);

        return 0;
    }
    return ref;
}
Пример #2
0
HRESULT d3d_vertex_buffer_init(IDirect3DVertexBufferImpl *buffer,
        IDirectDrawImpl *ddraw, D3DVERTEXBUFFERDESC *desc)
{
    DWORD usage;
    HRESULT hr;

    buffer->lpVtbl = &d3d_vertex_buffer7_vtbl;
    buffer->IDirect3DVertexBuffer_vtbl = &d3d_vertex_buffer1_vtbl;
    buffer->ref = 1;

    buffer->ddraw = ddraw;
    buffer->Caps = desc->dwCaps;
    buffer->fvf = desc->dwFVF;

    usage = desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0;
    usage |= WINED3DUSAGE_STATICDECL;

    EnterCriticalSection(&ddraw_cs);

    hr = IWineD3DDevice_CreateVertexBuffer(ddraw->wineD3DDevice,
            get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices,
            usage, desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT,
            buffer, &ddraw_null_wined3d_parent_ops, &buffer->wineD3DVertexBuffer);
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
        LeaveCriticalSection(&ddraw_cs);

        if (hr == WINED3DERR_INVALIDCALL)
            return DDERR_INVALIDPARAMS;
        else
            return hr;
    }

    buffer->wineD3DVertexDeclaration = ddraw_find_decl(ddraw, desc->dwFVF);
    if (!buffer->wineD3DVertexDeclaration)
    {
        ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
        IWineD3DBuffer_Release(buffer->wineD3DVertexBuffer);
        LeaveCriticalSection(&ddraw_cs);

        return DDERR_INVALIDPARAMS;
    }
    IWineD3DVertexDeclaration_AddRef(buffer->wineD3DVertexDeclaration);

    LeaveCriticalSection(&ddraw_cs);

    return D3D_OK;
}
Пример #3
0
static ULONG WINAPI IDirect3DIndexBuffer9Impl_Release(LPDIRECT3DINDEXBUFFER9 iface) {
    IDirect3DIndexBuffer9Impl *This = (IDirect3DIndexBuffer9Impl *)iface;
    ULONG ref = InterlockedDecrement(&This->ref);

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

    if (ref == 0) {
        IDirect3DDevice9Ex *parentDevice = This->parentDevice;

        wined3d_mutex_lock();
        IWineD3DBuffer_Release(This->wineD3DIndexBuffer);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        IDirect3DDevice9Ex_Release(parentDevice);
    }
    return ref;
}
Пример #4
0
static ULONG WINAPI d3d9_vertexbuffer_Release(IDirect3DVertexBuffer9 *iface)
{
    IDirect3DVertexBuffer9Impl *buffer = (IDirect3DVertexBuffer9Impl *)iface;
    ULONG refcount = InterlockedDecrement(&buffer->ref);

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

    if (!refcount)
    {
        IDirect3DDevice9Ex *device = buffer->parentDevice;

        wined3d_mutex_lock();
        IWineD3DBuffer_Release(buffer->wineD3DVertexBuffer);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        IDirect3DDevice9Ex_Release(device);
    }

    return refcount;
}