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d3d8: Use unsafe_impl_from_IDirect3DVertexBuffer8 for app provided ifaces.
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@ -298,6 +298,15 @@ HRESULT vertexbuffer_init(IDirect3DVertexBuffer8Impl *buffer, IDirect3DDevice8Im
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return D3D_OK;
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}
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IDirect3DVertexBuffer8Impl *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &Direct3DVertexBuffer8_Vtbl);
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return impl_from_IDirect3DVertexBuffer8(iface);
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}
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static inline IDirect3DIndexBuffer8Impl *impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface)
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{
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return CONTAINING_RECORD(iface, IDirect3DIndexBuffer8Impl, IDirect3DIndexBuffer8_iface);
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@ -277,6 +277,7 @@ struct IDirect3DVertexBuffer8Impl
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HRESULT vertexbuffer_init(IDirect3DVertexBuffer8Impl *buffer, IDirect3DDevice8Impl *device,
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UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
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IDirect3DVertexBuffer8Impl *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN;
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/* --------------------- */
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/* IDirect3DIndexBuffer8 */
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@ -2005,8 +2005,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(IDirect3DDevice8 *ifa
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DWORD Flags)
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DVertexBuffer8Impl *dest = unsafe_impl_from_IDirect3DVertexBuffer8(pDestBuffer);
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HRESULT hr;
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IDirect3DVertexBuffer8Impl *dest = (IDirect3DVertexBuffer8Impl *) pDestBuffer;
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TRACE("iface %p, src_start_idx %u, dst_idx %u, vertex_count %u, dst_buffer %p, flags %#x.\n",
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iface, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, Flags);
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@ -2683,6 +2683,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(IDirect3DDevice8 *ifa
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UINT StreamNumber, IDirect3DVertexBuffer8 *pStreamData, UINT Stride)
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DVertexBuffer8Impl *streamdata = unsafe_impl_from_IDirect3DVertexBuffer8(pStreamData);
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HRESULT hr;
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TRACE("iface %p, stream_idx %u, buffer %p, stride %u.\n",
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@ -2690,8 +2691,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(IDirect3DDevice8 *ifa
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wined3d_mutex_lock();
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hr = wined3d_device_set_stream_source(This->wined3d_device, StreamNumber,
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pStreamData ? ((IDirect3DVertexBuffer8Impl *)pStreamData)->wineD3DVertexBuffer : NULL,
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0/* Offset in bytes */, Stride);
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streamdata ? streamdata->wineD3DVertexBuffer : NULL, 0/* Offset in bytes */, Stride);
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wined3d_mutex_unlock();
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return hr;
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