2003-07-01 01:09:17 +00:00
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/*
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* IDirect3DResource9 implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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2003-09-05 23:08:26 +00:00
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#include <stdarg.h>
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2003-07-01 01:09:17 +00:00
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3d9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* IDirect3DVertexBuffer9 IUnknown parts follow: */
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_QueryInterface(LPDIRECT3DVERTEXBUFFER9 iface, REFIID riid, LPVOID* ppobj) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DResource9)
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|| IsEqualGUID(riid, &IID_IDirect3DVertexBuffer9)) {
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IDirect3DVertexBuffer9Impl_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IDirect3DVertexBuffer9Impl_AddRef(LPDIRECT3DVERTEXBUFFER9 iface) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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TRACE("(%p) : AddRef from %ld\n", This, This->ref);
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return ++(This->ref);
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}
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ULONG WINAPI IDirect3DVertexBuffer9Impl_Release(LPDIRECT3DVERTEXBUFFER9 iface) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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ULONG ref = --This->ref;
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TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
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if (ref == 0) {
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if (NULL != This->allocatedMemory) HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DVertexBuffer9 IDirect3DResource9 Interface follow: */
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDevice(LPDIRECT3DVERTEXBUFFER9 iface, IDirect3DDevice9** ppDevice) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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return IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice);
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}
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_FreePrivateData(LPDIRECT3DVERTEXBUFFER9 iface, REFGUID refguid) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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DWORD WINAPI IDirect3DVertexBuffer9Impl_SetPriority(LPDIRECT3DVERTEXBUFFER9 iface, DWORD PriorityNew) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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return IDirect3DResource9Impl_SetPriority((LPDIRECT3DRESOURCE9) This, PriorityNew);
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}
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DWORD WINAPI IDirect3DVertexBuffer9Impl_GetPriority(LPDIRECT3DVERTEXBUFFER9 iface) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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return IDirect3DResource9Impl_GetPriority((LPDIRECT3DRESOURCE9) This);
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}
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void WINAPI IDirect3DVertexBuffer9Impl_PreLoad(LPDIRECT3DVERTEXBUFFER9 iface) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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FIXME("(%p) : stub\n", This);
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return ;
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}
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D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer9Impl_GetType(LPDIRECT3DVERTEXBUFFER9 iface) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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return IDirect3DResource9Impl_GetType((LPDIRECT3DRESOURCE9) This);
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}
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/* IDirect3DVertexBuffer9 Interface follow: */
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_Lock(LPDIRECT3DVERTEXBUFFER9 iface, UINT OffsetToLock, UINT SizeToLock, void** ppbData, DWORD Flags) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_Unlock(LPDIRECT3DVERTEXBUFFER9 iface) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 iface, D3DVERTEXBUFFER_DESC* pDesc) {
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ICOM_THIS(IDirect3DVertexBuffer9Impl,iface);
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TRACE("(%p) : copying into %p\n", This, pDesc);
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memcpy(pDesc, &This->myDesc, sizeof(D3DVERTEXBUFFER_DESC));
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return D3D_OK;
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}
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ICOM_VTABLE(IDirect3DVertexBuffer9) Direct3DVertexBuffer9_Vtbl =
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{
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ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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IDirect3DVertexBuffer9Impl_QueryInterface,
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IDirect3DVertexBuffer9Impl_AddRef,
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IDirect3DVertexBuffer9Impl_Release,
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IDirect3DVertexBuffer9Impl_GetDevice,
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IDirect3DVertexBuffer9Impl_SetPrivateData,
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IDirect3DVertexBuffer9Impl_GetPrivateData,
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IDirect3DVertexBuffer9Impl_FreePrivateData,
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IDirect3DVertexBuffer9Impl_SetPriority,
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IDirect3DVertexBuffer9Impl_GetPriority,
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IDirect3DVertexBuffer9Impl_PreLoad,
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IDirect3DVertexBuffer9Impl_GetType,
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IDirect3DVertexBuffer9Impl_Lock,
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IDirect3DVertexBuffer9Impl_Unlock,
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IDirect3DVertexBuffer9Impl_GetDesc
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};
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/* IDirect3DDevice9 IDirect3DVertexBuffer9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexBuffer(LPDIRECT3DDEVICE9 iface,
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UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool,
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IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) {
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IDirect3DVertexBuffer9Impl *object;
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ICOM_THIS(IDirect3DDevice9Impl,iface);
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer9Impl));
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object->lpVtbl = &Direct3DVertexBuffer9_Vtbl;
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object->ref = 1;
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object->Device = This;
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object->ResourceType = D3DRTYPE_VERTEXBUFFER;
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object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
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object->myDesc.Usage = Usage;
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object->myDesc.Pool = Pool;
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object->myDesc.FVF = FVF;
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object->myDesc.Size = Size;
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TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
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*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER9) object;
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return D3D_OK;
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}
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