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d3d8: Save the d3d8 vertex declaration.
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@ -515,6 +515,9 @@ typedef struct {
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const IDirect3DVertexDeclaration8Vtbl *lpVtbl;
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LONG ref_count;
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DWORD *elements;
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DWORD elements_size; /* Size of elements, in bytes */
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IWineD3DVertexDeclaration *wined3d_vertex_declaration;
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} IDirect3DVertexDeclaration8Impl;
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@ -619,7 +622,7 @@ typedef struct IDirect3DPixelShader8Impl {
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* to see how not defined it here
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*/
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void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader);
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size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, WINED3DVERTEXELEMENT **wined3d_elements);
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size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size, WINED3DVERTEXELEMENT **wined3d_elements);
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/* Callbacks */
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extern HRESULT WINAPI D3D8CB_CreateSurface(IUnknown *device, IUnknown *pSuperior, UINT Width, UINT Height,
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@ -1214,13 +1214,25 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexDeclaration(IDirect3DDevi
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object->ref_count = 1;
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object->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
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wined3d_element_count = convert_to_wined3d_declaration(declaration, &wined3d_elements);
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wined3d_element_count = convert_to_wined3d_declaration(declaration, &object->elements_size, &wined3d_elements);
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object->elements = HeapAlloc(GetProcessHeap(), 0, object->elements_size);
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if (!object->elements) {
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ERR("Memory allocation failed\n");
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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HeapFree(GetProcessHeap(), 0, object);
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*decl_ptr = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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CopyMemory(object->elements, declaration, object->elements_size);
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hr = IWineD3DDevice_CreateVertexDeclaration(This->WineD3DDevice, &object->wined3d_vertex_declaration,
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(IUnknown *)object, wined3d_elements, wined3d_element_count);
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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if (FAILED(hr)) {
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ERR("(%p) : IWineD3DDevice_CreateVertexDeclaration call failed\n", This);
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HeapFree(GetProcessHeap(), 0, object->elements);
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HeapFree(GetProcessHeap(), 0, object);
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} else {
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*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
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@ -62,6 +62,7 @@ static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDecla
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if (!ref_count) {
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IWineD3DVertexDeclaration_Release(This->wined3d_vertex_declaration);
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HeapFree(GetProcessHeap(), 0, This->elements);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -271,7 +272,7 @@ static const wined3d_usage_t wined3d_usage_lookup[] = {
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};
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/* TODO: find out where rhw (or positionT) is for declaration8 */
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size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, WINED3DVERTEXELEMENT **wined3d_elements)
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size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size, WINED3DVERTEXELEMENT **wined3d_elements)
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{
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const DWORD *token = d3d8_elements;
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WINED3DVERTEXELEMENT *element;
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@ -326,6 +327,8 @@ size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, WINED3DVERTEXE
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element->Stream = 0xFF;
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element->Type = WINED3DDECLTYPE_UNUSED;
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*d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
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return element_count;
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}
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