From 36729a874cd9d45138fa84a607d19388d470358c Mon Sep 17 00:00:00 2001 From: =?utf8?q?Stefan=20D=C3=B6singer?= Date: Sat, 12 Jan 2008 22:57:49 +0100 Subject: [PATCH] wined3d: Implement IWineD3DIndexBuffer::UnLoad. --- dlls/wined3d/indexbuffer.c | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/indexbuffer.c b/dlls/wined3d/indexbuffer.c index b5d15973cc7..372b83420b5 100644 --- a/dlls/wined3d/indexbuffer.c +++ b/dlls/wined3d/indexbuffer.c @@ -111,7 +111,24 @@ static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) { } static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) { - IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface); + IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *) iface; + IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; + TRACE("(%p)\n", This); + + /* This is easy: The whole content is shadowed in This->resource.allocatedMemory, + * so we only have to destroy the vbo. Only do it if we have a vbo, which implies + * that vbos are supported. + * (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share + * this code. Also needed for D3D10) + */ + if(This->vbo) { + ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); + ENTER_GL(); + GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); + checkGLcall("glDeleteBuffersARB"); + LEAVE_GL(); + This->vbo = 0; + } } static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) { -- 2.11.4.GIT