secur32: Implement NTLM2 encryption.
[wine/gsoc_dplay.git] / dlls / wined3d / vertexbuffer.c
blobaeccdab56f888e619a00892d7f4b8352596c3679
1 /*
2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Raphael Junqueira
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
30 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
32 /* *******************************************
33 IWineD3DVertexBuffer IUnknown parts follow
34 ******************************************* */
35 static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
37 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
38 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
39 if (IsEqualGUID(riid, &IID_IUnknown)
40 || IsEqualGUID(riid, &IID_IWineD3DBase)
41 || IsEqualGUID(riid, &IID_IWineD3DResource)
42 || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
43 IUnknown_AddRef(iface);
44 *ppobj = This;
45 return S_OK;
47 *ppobj = NULL;
48 return E_NOINTERFACE;
51 static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
52 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
53 ULONG ref = InterlockedIncrement(&This->resource.ref);
54 TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
55 return ref;
58 static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
59 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
60 ULONG ref = InterlockedDecrement(&This->resource.ref);
61 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
62 if (ref == 0) {
64 if(This->vbo) {
65 ENTER_GL();
66 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
67 checkGLcall("glDeleteBuffersARB");
68 LEAVE_GL();
71 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
72 HeapFree(GetProcessHeap(), 0, This);
74 return ref;
77 /* ****************************************************
78 IWineD3DVertexBuffer IWineD3DResource parts follow
79 **************************************************** */
80 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
81 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
84 static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
85 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
88 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
89 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
92 static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
93 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
96 static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
97 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
100 static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
101 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
104 static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
105 int i;
106 float x, y, z, w;
108 for(i = num - 1; i >= 0; i--) {
109 if(haspos) {
110 float *p = (float *) (((int) src + (int) pos) + i * stride);
112 /* rhw conversion like in drawStridedSlow */
113 if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
114 x = p[0];
115 y = p[1];
116 z = p[2];
117 w = 1.0;
118 } else {
119 w = 1.0 / p[3];
120 x = p[0] * w;
121 y = p[1] * w;
122 z = p[2] * w;
124 p = (float *) ((int) dst + i * stride + (int) pos);
125 p[0] = x;
126 p[1] = y;
127 p[2] = z;
128 p[3] = w;
130 if(hasdiffuse) {
131 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
132 srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride);
134 /* Color conversion like in drawStridedSlow. watch out for little endianity
135 * If we want that stuff to work on big endian machines too we have to consider more things
137 * 0xff000000: Alpha mask
138 * 0x00ff0000: Blue mask
139 * 0x0000ff00: Green mask
140 * 0x000000ff: Red mask
143 *dstColor = 0;
144 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
145 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
146 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
148 if(hasspecular) {
149 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
150 srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
152 /* Similar to diffuse
153 * TODO: Write the alpha value out for fog coords
155 *dstColor = 0;
156 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
157 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
158 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
163 inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
165 WineDirect3DVertexStridedData strided;
166 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
167 BOOL ret;
169 memset(&strided, 0, sizeof(strided));
170 /* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
171 * help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
172 * time. Rules are as follows:
174 * -> No modification when Vertex Shaders are used
175 * -> Fix up position1 and position 2 if they are XYZRHW
176 * -> Fix up diffuse color
177 * -> Fix up specular color
179 * The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
180 * are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
181 * often PreLoad stops converting entirely and falls back to drawStridedSlow).
183 * Reconvert if:
184 * -> New semantics that have to be converted appear
185 * -> The position of semantics that have to be converted changes
186 * -> The stride of the vertex changed AND there is stuff that needs conversion
187 * -> (If a vertex buffer is bound and in use assume that nothing that needs conversion is there)
189 * Return values:
190 * TRUE: Reload is needed
191 * FALSE: otherwise
194 if(device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
195 &&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
196 && GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
197 /* Case 1: Vertex Shader: No conversion */
198 TRACE("Vertex Shader, no conversion needed\n");
199 } else if(device->stateBlock->vertexDecl || device->stateBlock->vertexShader) {
200 /* Case 2: Vertex Declaration */
201 TRACE("Using vertex declaration\n");
203 This->Flags |= VBFLAG_LOAD;
204 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
205 FALSE,
206 &strided,
208 &ret /* buffer contains fixed data, ignored here */);
209 This->Flags &= ~VBFLAG_LOAD;
211 } else {
212 /* Case 3: FVF */
213 if(!(This->Flags & VBFLAG_STREAM) ) {
214 TRACE("No vertex decl used and buffer is not bound to a stream\n");
215 /* No reload needed */
216 return FALSE;
217 } else {
218 This->Flags |= VBFLAG_LOAD;
219 primitiveConvertFVFtoOffset(device->stateBlock->fvf,
220 device->stateBlock->streamStride[This->stream],
221 NULL,
222 &strided,
223 This->vbo);
224 This->Flags &= ~VBFLAG_LOAD;
225 /* Data can only come from this buffer */
229 /* Filter out data that does not come from this VBO */
230 if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
231 if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
232 if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
233 if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
235 /* We have a declaration now in the buffer */
236 This->Flags |= VBFLAG_HASDESC;
238 /* Find out if reload is needed
239 * Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
241 * If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
242 * and does not exist now all 3 values will be equal(=0).
244 * Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
245 * data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
246 * buffers at the same time and get the position from one and the color from the other buffer.
248 if( /* Position transformed vs untransformed */
249 ((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
250 This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
251 /* Diffuse position and data type */
252 This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
253 This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
254 /* Specular position and data type */
255 This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
256 This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
258 TRACE("Declaration changed, reloading buffer\n");
259 /* Set the new description */
260 memcpy(&This->strided, &strided, sizeof(strided));
261 return TRUE;
264 return FALSE;
267 static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
268 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
269 BYTE *data;
270 UINT start = 0, end = 0, stride = 0;
271 BOOL declChanged = FALSE;
272 TRACE("(%p)->()\n", This);
274 if(This->Flags & VBFLAG_LOAD) {
275 return; /* Already doing that stuff */
278 if(!This->vbo) {
279 /* TODO: Make converting independent from VBOs */
280 return; /* Not doing any conversion */
283 declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
285 /* If applications change the declaration over and over, reconverting all the time is a huge
286 * performance hit. So count the declaration changes and release the VBO if there are too much
287 * of them(and thus stop converting)
289 if(declChanged) {
290 This->declChanges++;
291 This->draws = 0;
293 if(This->declChanges > VB_MAXDECLCHANGES) {
294 if(This->resource.allocatedMemory) {
295 FIXME("Too much declaration changes, stopping converting\n");
296 ENTER_GL();
297 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
298 checkGLcall("glDeleteBuffersARB");
299 LEAVE_GL();
300 This->vbo = 0;
301 return;
303 /* Otherwise do not bother to release the VBO. If we're doing direct locking now,
304 * and the declarations changed the code below will fetch the VBO's contents, convert
305 * and on the next decl change the data will be in sysmem too and we can just release the VBO
308 } else {
309 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
310 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
311 * decl changes and reset the decl change count after a specific number of them
313 This->draws++;
314 if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
317 if(declChanged) {
318 /* The declaration changed, reload the whole buffer */
319 WARN("Reloading buffer because of decl change\n");
320 start = 0;
321 end = This->resource.size;
322 } else if(This->Flags & VBFLAG_DIRTY) {
323 /* No decl change, but dirty data, reload the changed stuff */
324 start = This->dirtystart;
325 end = This->dirtyend;
326 } else {
327 /* Desc not changed, buffer not dirty, nothing to do :-) */
328 return;
331 /* Mark the buffer clean */
332 This->Flags &= ~VBFLAG_DIRTY;
333 This->dirtystart = 0;
334 This->dirtyend = 0;
336 /* If there was no conversion done before, then resource.allocatedMemory does not exist
337 * because locking was done directly into the VBO. In this case get the data out
339 if(declChanged && !This->resource.allocatedMemory) {
341 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
342 if(!This->resource.allocatedMemory) {
343 ERR("Out of memory when allocating memory for a vertex buffer\n");
344 return;
346 ERR("Was locking directly into the VBO, reading data back because conv is needed\n");
348 ENTER_GL();
349 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
350 checkGLcall("glBindBufferARB");
351 data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB));
352 if(!data) {
353 ERR("glMapBuffer failed!\n");
354 LEAVE_GL();
355 return;
357 memcpy(This->resource.allocatedMemory, data, This->resource.size);
358 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
359 checkGLcall("glUnmapBufferARB");
360 LEAVE_GL();
363 if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
364 else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
365 else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
366 else {
367 /* That means that there is nothing to fixup. Upload everything into the VBO and
368 * free This->resource.allocatedMemory
370 TRACE("No conversion needed, locking directly into the VBO in future\n");
372 ENTER_GL();
373 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
374 checkGLcall("glBindBufferARB");
375 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
376 checkGLcall("glBufferSubDataARB");
377 LEAVE_GL();
378 return;
381 /* OK, we have the original data from the app, the description of the buffer and the dirty area.
382 * so convert the stuff
384 data = HeapAlloc(GetProcessHeap(), 0, end-start);
385 if(!data) {
386 ERR("Out of memory\n");
387 return;
389 memcpy(data, This->resource.allocatedMemory + start, end - start);
391 fixup_vertices(data, data, stride, ( end - start) / stride,
392 /* Position */
393 This->strided.u.s.position.lpData, /* Data location */
394 This->strided.u.s.position_transformed, /* Do convert? */
395 /* Diffuse color */
396 This->strided.u.s.diffuse.lpData, /* Location */
397 This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
398 /* specular color */
399 This->strided.u.s.specular.lpData, /* location */
400 This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
402 ENTER_GL();
403 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
404 checkGLcall("glBindBufferARB");
405 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
406 checkGLcall("glBufferSubDataARB");
407 LEAVE_GL();
409 HeapFree(GetProcessHeap(), 0, data);
412 static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
413 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
416 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
417 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
420 /* ******************************************************
421 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
422 ****************************************************** */
423 static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
424 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
425 BYTE *data;
426 TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
428 InterlockedIncrement(&This->lockcount);
430 if(This->Flags & VBFLAG_DIRTY) {
431 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
432 if(SizeToLock) {
433 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
434 } else {
435 This->dirtyend = This->resource.size;
437 } else {
438 This->dirtystart = OffsetToLock;
439 if(SizeToLock)
440 This->dirtyend = OffsetToLock + SizeToLock;
441 else
442 This->dirtyend = OffsetToLock + This->resource.size;
445 if(This->resource.allocatedMemory) {
446 data = This->resource.allocatedMemory;
447 This->Flags |= VBFLAG_DIRTY;
448 } else {
449 GLenum mode = GL_READ_WRITE_ARB;
450 /* Return data to the VBO */
452 TRACE("Locking directly into the buffer\n");
454 if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & WINED3DLOCK_DISCARD) ) {
455 mode = GL_WRITE_ONLY_ARB;
456 } else if( Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) ) {
457 mode = GL_READ_ONLY_ARB;
460 ENTER_GL();
461 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
462 checkGLcall("glBindBufferARB");
463 data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
464 LEAVE_GL();
465 if(!data) {
466 ERR("glMapBuffer failed\n");
467 return WINED3DERR_INVALIDCALL;
470 *ppbData = data + OffsetToLock;
472 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
473 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
474 return WINED3D_OK;
476 HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
477 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
478 LONG lockcount;
479 TRACE("(%p)\n", This);
481 lockcount = InterlockedDecrement(&This->lockcount);
482 if(lockcount > 0) {
483 /* Delay loading the buffer until everything is unlocked */
484 TRACE("Ignoring the unlock\n");
485 return D3D_OK;
488 if(!This->resource.allocatedMemory) {
489 ENTER_GL();
490 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
491 checkGLcall("glBindBufferARB");
492 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
493 checkGLcall("glUnmapBufferARB");
494 LEAVE_GL();
495 } else if(This->Flags & VBFLAG_HASDESC){
496 IWineD3DVertexBufferImpl_PreLoad(iface);
498 return WINED3D_OK;
500 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
501 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
503 TRACE("(%p)\n", This);
504 pDesc->Format = This->resource.format;
505 pDesc->Type = This->resource.resourceType;
506 pDesc->Usage = This->resource.usage;
507 pDesc->Pool = This->resource.pool;
508 pDesc->Size = This->resource.size;
509 pDesc->FVF = This->fvf;
510 return WINED3D_OK;
513 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
515 /* IUnknown */
516 IWineD3DVertexBufferImpl_QueryInterface,
517 IWineD3DVertexBufferImpl_AddRef,
518 IWineD3DVertexBufferImpl_Release,
519 /* IWineD3DResource */
520 IWineD3DVertexBufferImpl_GetParent,
521 IWineD3DVertexBufferImpl_GetDevice,
522 IWineD3DVertexBufferImpl_SetPrivateData,
523 IWineD3DVertexBufferImpl_GetPrivateData,
524 IWineD3DVertexBufferImpl_FreePrivateData,
525 IWineD3DVertexBufferImpl_SetPriority,
526 IWineD3DVertexBufferImpl_GetPriority,
527 IWineD3DVertexBufferImpl_PreLoad,
528 IWineD3DVertexBufferImpl_GetType,
529 /* IWineD3DVertexBuffer */
530 IWineD3DVertexBufferImpl_Lock,
531 IWineD3DVertexBufferImpl_Unlock,
532 IWineD3DVertexBufferImpl_GetDesc
535 BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
536 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
538 *vbo = This->vbo;
539 if(This->vbo == 0) {
540 return This->resource.allocatedMemory + iOffset;
541 } else {
542 return (BYTE *) iOffset;
546 HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
547 return WINED3D_OK;