wine/dlls/d3d8/vertexbuffer.c
Henri Verbeet f9c791f9ca d3d8: Use a wined3d cs for wined3d locking.
We will need this for d3d10, where both dxgi and d3d10core are making wined3d
calls. Right now d3d8/d3d9 also use this to protect their own data, but
eventually we should push this down into wined3d itself and use something a
bit more fine-grained. There's no good reason that doing e.g. a vertex buffer
upload in some thread should block all of wined3d.
2009-08-25 11:12:17 +02:00

233 lines
7.6 KiB
C

/*
* IDirect3DVertexBuffer8 implementation
*
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
/* IDirect3DVertexBuffer8 IUnknown parts follow: */
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_QueryInterface(LPDIRECT3DVERTEXBUFFER8 iface, REFIID riid, LPVOID *ppobj) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DVertexBuffer8)) {
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRef(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
return ref;
}
static ULONG WINAPI IDirect3DVertexBuffer8Impl_Release(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
wined3d_mutex_lock();
IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
wined3d_mutex_unlock();
IUnknown_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DVertexBuffer8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDevice(LPDIRECT3DVERTEXBUFFER8 iface, IDirect3DDevice8 **ppDevice) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
IWineD3DDevice *wined3d_device;
HRESULT hr;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_GetDevice(This->wineD3DVertexBuffer, &wined3d_device);
if (SUCCEEDED(hr))
{
IWineD3DDevice_GetParent(wined3d_device, (IUnknown **)ppDevice);
IWineD3DDevice_Release(wined3d_device);
}
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid, CONST void *pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_SetPrivateData(This->wineD3DVertexBuffer, refguid, pData, SizeOfData, Flags);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_GetPrivateData(This->wineD3DVertexBuffer, refguid, pData, pSizeOfData);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_FreePrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_FreePrivateData(This->wineD3DVertexBuffer, refguid);
wined3d_mutex_unlock();
return hr;
}
static DWORD WINAPI IDirect3DVertexBuffer8Impl_SetPriority(LPDIRECT3DVERTEXBUFFER8 iface, DWORD PriorityNew) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
DWORD ret;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
ret = IWineD3DBuffer_SetPriority(This->wineD3DVertexBuffer, PriorityNew);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI IDirect3DVertexBuffer8Impl_GetPriority(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
DWORD ret;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
ret = IWineD3DBuffer_GetPriority(This->wineD3DVertexBuffer);
wined3d_mutex_unlock();
return ret;
}
static void WINAPI IDirect3DVertexBuffer8Impl_PreLoad(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
IWineD3DBuffer_PreLoad(This->wineD3DVertexBuffer);
wined3d_mutex_unlock();
}
static D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer8Impl_GetType(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
TRACE("(%p)\n", This);
return D3DRTYPE_VERTEXBUFFER;
}
/* IDirect3DVertexBuffer8 Interface follow: */
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_Lock(LPDIRECT3DVERTEXBUFFER8 iface, UINT OffsetToLock, UINT SizeToLock, BYTE **ppbData, DWORD Flags) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, OffsetToLock, SizeToLock, ppbData, Flags);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_Unlock(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8 iface, D3DVERTEXBUFFER_DESC *pDesc) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
WINED3DBUFFER_DESC desc;
TRACE("(%p) Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &desc);
wined3d_mutex_unlock();
if (SUCCEEDED(hr)) {
pDesc->Type = D3DRTYPE_VERTEXBUFFER;
pDesc->Usage = desc.Usage;
pDesc->Pool = desc.Pool;
pDesc->Size = desc.Size;
pDesc->FVF = This->fvf;
pDesc->Format = D3DFMT_VERTEXDATA;
}
return hr;
}
const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl =
{
/* IUnknown */
IDirect3DVertexBuffer8Impl_QueryInterface,
IDirect3DVertexBuffer8Impl_AddRef,
IDirect3DVertexBuffer8Impl_Release,
/* IDirect3DResource8 */
IDirect3DVertexBuffer8Impl_GetDevice,
IDirect3DVertexBuffer8Impl_SetPrivateData,
IDirect3DVertexBuffer8Impl_GetPrivateData,
IDirect3DVertexBuffer8Impl_FreePrivateData,
IDirect3DVertexBuffer8Impl_SetPriority,
IDirect3DVertexBuffer8Impl_GetPriority,
IDirect3DVertexBuffer8Impl_PreLoad,
IDirect3DVertexBuffer8Impl_GetType,
/* IDirect3DVertexBuffer8 */
IDirect3DVertexBuffer8Impl_Lock,
IDirect3DVertexBuffer8Impl_Unlock,
IDirect3DVertexBuffer8Impl_GetDesc
};