wined3d: Remove unneeded casts.
[wine.git] / dlls / wined3d / indexbuffer.c
blob4486a9edb03660e6b35e90230afcb75dbc0ba9ac
1 /*
2 * IWineD3DIndexBuffer Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* *******************************************
31 IWineD3DIndexBuffer IUnknown parts follow
32 ******************************************* */
33 static HRESULT WINAPI IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface, REFIID riid, LPVOID *ppobj)
35 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
36 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
37 if (IsEqualGUID(riid, &IID_IUnknown)
38 || IsEqualGUID(riid, &IID_IWineD3DBase)
39 || IsEqualGUID(riid, &IID_IWineD3DResource)
40 || IsEqualGUID(riid, &IID_IWineD3DIndexBuffer)){
41 IUnknown_AddRef(iface);
42 *ppobj = This;
43 return S_OK;
45 *ppobj = NULL;
46 return E_NOINTERFACE;
49 static ULONG WINAPI IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) {
50 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
51 ULONG ref = InterlockedIncrement(&This->resource.ref);
52 TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
53 return ref;
56 static ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) {
57 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
58 ULONG ref = InterlockedDecrement(&This->resource.ref);
59 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
60 if (ref == 0) {
61 if(This->vbo) {
62 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
64 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
65 ENTER_GL();
66 /* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
67 * but not for other contexts. However, because the d3d buffer is destroyed the app has to
68 * unset it before doing the next draw, thus dirtifying the index buffer state and forcing
69 * binding a new buffer
71 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
72 checkGLcall("glDeleteBuffersARB");
73 LEAVE_GL();
76 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
77 HeapFree(GetProcessHeap(), 0, This);
79 return ref;
82 /* ****************************************************
83 IWineD3DIndexBuffer IWineD3DResource parts follow
84 **************************************************** */
85 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice** ppDevice) {
86 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
89 static HRESULT WINAPI IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
90 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
93 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
94 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
97 static HRESULT WINAPI IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid) {
98 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
101 static DWORD WINAPI IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD PriorityNew) {
102 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
105 static DWORD WINAPI IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) {
106 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
109 static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) {
110 IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
113 static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) {
114 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *) iface;
115 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
116 TRACE("(%p)\n", This);
118 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
119 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
120 * that vbos are supported.
121 * (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share
122 * this code. Also needed for D3D10)
124 if(This->vbo) {
125 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
126 ENTER_GL();
127 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
128 checkGLcall("glDeleteBuffersARB");
129 LEAVE_GL();
130 This->vbo = 0;
134 static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) {
135 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
138 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **pParent) {
139 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
142 /* ******************************************************
143 IWineD3DIndexBuffer IWineD3DIndexBuffer parts follow
144 ****************************************************** */
145 static HRESULT WINAPI IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
146 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
147 TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
149 InterlockedIncrement(&This->lockcount);
150 *ppbData = This->resource.allocatedMemory + OffsetToLock;
152 if(Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || This->vbo == 0) {
153 return WINED3D_OK;
156 if(This->dirtystart != This->dirtyend) {
157 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
158 if(SizeToLock) {
159 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
160 } else {
161 This->dirtyend = This->resource.size;
163 } else {
164 This->dirtystart = OffsetToLock;
165 if(SizeToLock)
166 This->dirtyend = OffsetToLock + SizeToLock;
167 else
168 This->dirtyend = This->resource.size;
171 return WINED3D_OK;
173 static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface) {
174 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
175 unsigned long locks = InterlockedDecrement(&This->lockcount);
176 TRACE("(%p)\n", This);
178 /* For now load in unlock */
179 if(locks == 0 && This->vbo && (This->dirtyend - This->dirtystart) > 0) {
180 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
182 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
184 ENTER_GL();
185 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));
186 checkGLcall("glBindBufferARB");
187 GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
188 This->dirtystart, This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart));
189 checkGLcall("glBufferSubDataARB");
190 LEAVE_GL();
191 This->dirtystart = 0;
192 This->dirtyend = 0;
193 /* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
194 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
196 return WINED3D_OK;
198 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface, WINED3DINDEXBUFFER_DESC *pDesc) {
199 IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
201 TRACE("(%p)\n", This);
202 pDesc->Format = This->resource.format;
203 pDesc->Type = This->resource.resourceType;
204 pDesc->Usage = This->resource.usage;
205 pDesc->Pool = This->resource.pool;
206 pDesc->Size = This->resource.size;
207 return WINED3D_OK;
210 const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
212 /* IUnknown */
213 IWineD3DIndexBufferImpl_QueryInterface,
214 IWineD3DIndexBufferImpl_AddRef,
215 IWineD3DIndexBufferImpl_Release,
216 /* IWineD3DResource */
217 IWineD3DIndexBufferImpl_GetParent,
218 IWineD3DIndexBufferImpl_GetDevice,
219 IWineD3DIndexBufferImpl_SetPrivateData,
220 IWineD3DIndexBufferImpl_GetPrivateData,
221 IWineD3DIndexBufferImpl_FreePrivateData,
222 IWineD3DIndexBufferImpl_SetPriority,
223 IWineD3DIndexBufferImpl_GetPriority,
224 IWineD3DIndexBufferImpl_PreLoad,
225 IWineD3DIndexBufferImpl_UnLoad,
226 IWineD3DIndexBufferImpl_GetType,
227 /* IWineD3DIndexBuffer */
228 IWineD3DIndexBufferImpl_Lock,
229 IWineD3DIndexBufferImpl_Unlock,
230 IWineD3DIndexBufferImpl_GetDesc