msacm32: acmFormatEnum: Implement ACM_FORMATENUMF_SUGGEST.
[wine] / dlls / ddraw / vertexbuffer.c
1 /* Direct3D Vertex Buffer
2  * Copyright (c) 2002 Lionel ULMER
3  * Copyright (c) 2006 Stefan DÖSINGER
4  *
5  * This file contains the implementation of Direct3DVertexBuffer COM object
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20  */
21
22 #include "config.h"
23 #include "wine/port.h"
24 #include "wine/debug.h"
25
26 #include <assert.h>
27 #include <stdarg.h>
28 #include <string.h>
29 #include <stdlib.h>
30
31 #define COBJMACROS
32
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winerror.h"
36 #include "wingdi.h"
37 #include "wine/exception.h"
38
39 #include "ddraw.h"
40 #include "d3d.h"
41
42 #include "ddraw_private.h"
43
44 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
45 WINE_DECLARE_DEBUG_CHANNEL(ddraw_thunk);
46
47 /*****************************************************************************
48  * IUnknown Methods
49  *****************************************************************************/
50
51 /*****************************************************************************
52  * IDirect3DVertexBuffer7::QueryInterface
53  *
54  * The QueryInterface Method for Vertex Buffers
55  * For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
56  *
57  * Params
58  *  riid: Queryied Interface id
59  *  obj: Address to return the interface pointer
60  *
61  * Returns:
62  *  S_OK on success
63  *  E_NOINTERFACE if the interface wasn't found
64  *
65  *****************************************************************************/
66 static HRESULT WINAPI
67 IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface,
68                                          REFIID riid,
69                                          void  **obj)
70 {
71     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
72     TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), obj);
73
74     /* By default, set the object pointer to NULL */
75     *obj = NULL;
76
77     if ( IsEqualGUID( &IID_IUnknown,  riid ) )
78     {
79         IUnknown_AddRef(iface);
80         *obj = iface;
81         TRACE("  Creating IUnknown interface at %p.\n", *obj);
82         return S_OK;
83     }
84     if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
85     {
86         IUnknown_AddRef(iface);
87         *obj = &This->IDirect3DVertexBuffer_vtbl;
88         TRACE("  Creating IDirect3DVertexBuffer interface %p\n", *obj);
89         return S_OK;
90     }
91     if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
92     {
93         IUnknown_AddRef(iface);
94         *obj = iface;
95         TRACE("  Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
96         return S_OK;
97     }
98     FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
99     return E_NOINTERFACE;
100 }
101
102 static HRESULT WINAPI
103 Thunk_IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface,
104                                                  REFIID riid,
105                                                  void **obj)
106 {
107     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
108     TRACE_(ddraw_thunk)("(%p)->(%s,%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, debugstr_guid(riid), obj);
109
110     return IDirect3DVertexBuffer7_QueryInterface((IDirect3DVertexBuffer7 *)This, riid, obj);
111 }
112
113 /*****************************************************************************
114  * IDirect3DVertexBuffer7::AddRef
115  *
116  * AddRef for Vertex Buffers
117  *
118  * Returns:
119  *  The new refcount
120  *
121  *****************************************************************************/
122 static ULONG WINAPI
123 IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface)
124 {
125     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
126     ULONG ref = InterlockedIncrement(&This->ref);
127
128     TRACE("(%p/%p)->() incrementing from %u.\n", This, iface, ref - 1);
129
130     return ref;
131 }
132
133 static ULONG WINAPI
134 Thunk_IDirect3DVertexBufferImpl_1_AddRef(IDirect3DVertexBuffer *iface)
135 {
136     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
137     TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This);
138
139     return IDirect3DVertexBuffer7_AddRef((IDirect3DVertexBuffer7 *)This);
140 }
141
142
143 /*****************************************************************************
144  * IDirect3DVertexBuffer7::Release
145  *
146  * Release for Vertex Buffers
147  *
148  * Returns:
149  *  The new refcount
150  *
151  *****************************************************************************/
152 static ULONG WINAPI
153 IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
154 {
155     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
156     ULONG ref = InterlockedDecrement(&This->ref);
157
158     TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
159
160     if (ref == 0)
161     {
162         IWineD3DBuffer *curVB = NULL;
163         UINT offset, stride;
164
165         EnterCriticalSection(&ddraw_cs);
166         /* D3D7 Vertex buffers don't stay bound in the device, they are passed as a parameter
167          * to drawPrimitiveVB. DrawPrimitiveVB sets them as the stream source in wined3d,
168          * and they should get unset there before they are destroyed
169          */
170         IWineD3DDevice_GetStreamSource(This->ddraw->wineD3DDevice,
171                                        0 /* Stream number */,
172                                        &curVB,
173                                        &offset,
174                                        &stride);
175         if(curVB == This->wineD3DVertexBuffer)
176         {
177             IWineD3DDevice_SetStreamSource(This->ddraw->wineD3DDevice,
178                                         0 /* Steam number */,
179                                         NULL /* stream data */,
180                                         0 /* Offset */,
181                                         0 /* stride */);
182         }
183         if(curVB)
184         {
185             IWineD3DBuffer_Release(curVB); /* For the GetStreamSource */
186         }
187
188         IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
189         IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
190         LeaveCriticalSection(&ddraw_cs);
191         HeapFree(GetProcessHeap(), 0, This);
192
193         return 0;
194     }
195     return ref;
196 }
197
198 static ULONG WINAPI
199 Thunk_IDirect3DVertexBufferImpl_1_Release(IDirect3DVertexBuffer *iface)
200 {
201     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
202     TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This);
203
204     return IDirect3DVertexBuffer7_Release((IDirect3DVertexBuffer7 *)This);
205 }
206
207 /*****************************************************************************
208  * IDirect3DVertexBuffer Methods
209  *****************************************************************************/
210
211 /*****************************************************************************
212  * IDirect3DVertexBuffer7::Lock
213  *
214  * Locks the vertex buffer and returns a pointer to the vertex data
215  * Locking vertex buffers is similar to locking surfaces, because Windows
216  * uses surfaces to store vertex data internally (According to the DX sdk)
217  *
218  * Params:
219  *  Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
220  *         DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
221  *  Data:  Returns a pointer to the vertex data
222  *  Size:  Returns the size of the buffer if not NULL
223  *
224  * Returns:
225  *  D3D_OK on success
226  *  DDERR_INVALIDPARAMS if Data is NULL
227  *  D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
228  *
229  *****************************************************************************/
230 static HRESULT WINAPI
231 IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
232                                DWORD Flags,
233                                void **Data,
234                                DWORD *Size)
235 {
236     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
237     WINED3DVERTEXBUFFER_DESC Desc;
238     HRESULT hr;
239     TRACE("(%p)->(%08x,%p,%p)\n", This, Flags, Data, Size);
240
241     EnterCriticalSection(&ddraw_cs);
242     if(Size)
243     {
244         /* Get the size, for returning it, and for locking */
245         hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc);
246         if(hr != D3D_OK)
247         {
248             ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
249             LeaveCriticalSection(&ddraw_cs);
250             return hr;
251         }
252         *Size = Desc.Size;
253     }
254
255     hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, 0 /* OffsetToLock */,
256             0 /* SizeToLock, 0 == Full lock */, (BYTE **)Data, Flags);
257     LeaveCriticalSection(&ddraw_cs);
258     return hr;
259 }
260
261 static HRESULT WINAPI
262 Thunk_IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface,
263                                        DWORD Flags,
264                                        void **Data,
265                                        DWORD *Size)
266 {
267     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
268     TRACE_(ddraw_thunk)("(%p)->(%08x,%p,%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, Flags, Data, Size);
269
270     return IDirect3DVertexBuffer7_Lock((IDirect3DVertexBuffer7 *)This, Flags, Data, Size);
271 }
272
273 /*****************************************************************************
274  * IDirect3DVertexBuffer7::Unlock
275  *
276  * Unlocks a vertex Buffer
277  *
278  * Returns:
279  *  D3D_OK on success
280  *
281  *****************************************************************************/
282 static HRESULT WINAPI
283 IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
284 {
285     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
286     HRESULT hr;
287     TRACE("(%p)->()\n", This);
288
289     EnterCriticalSection(&ddraw_cs);
290     hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
291     LeaveCriticalSection(&ddraw_cs);
292
293     return hr;
294 }
295
296 static HRESULT WINAPI
297 Thunk_IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface)
298 {
299     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
300     TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This);
301
302     return IDirect3DVertexBuffer7_Unlock((IDirect3DVertexBuffer7 *)This);
303 }
304
305
306 /*****************************************************************************
307  * IDirect3DVertexBuffer7::ProcessVertices
308  *
309  * Processes untransformed Vertices into a transformed or optimized vertex
310  * buffer. It can also perform other operations, such as lighting or clipping
311  *
312  * Params
313  *  VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
314  *  DestIndex: Index in the destination buffer(This), where the vertices are
315  *             placed
316  *  Count: Number of Vertices in the Source buffer to process
317  *  SrcBuffer: Source vertex buffer
318  *  SrcIndex: Index of the first vertex in the src buffer to process
319  *  D3DDevice: Device to use for transformation
320  *  Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
321  *         unchaned vertices
322  *
323  * Returns:
324  *  D3D_OK on success
325  *  DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
326  *
327  *****************************************************************************/
328 static HRESULT WINAPI
329 IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
330                                           DWORD VertexOp,
331                                           DWORD DestIndex,
332                                           DWORD Count,
333                                           IDirect3DVertexBuffer7 *SrcBuffer,
334                                           DWORD SrcIndex,
335                                           IDirect3DDevice7 *D3DDevice,
336                                           DWORD Flags)
337 {
338     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
339     IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer;
340     IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
341     BOOL oldClip, doClip;
342     HRESULT hr;
343     WINED3DVERTEXBUFFER_DESC Desc;
344
345     TRACE("(%p)->(%08x,%d,%d,%p,%d,%p,%08x)\n", This, VertexOp, DestIndex, Count, Src, SrcIndex, D3D, Flags);
346
347     /* Vertex operations:
348      * D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
349      * in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
350      * D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
351      * D3DVOP_LIGHT: Lights the vertices
352      * D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
353      *
354      * WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
355      * are not implemented. Clipping is disabled ATM, because of unsure conditions.
356      */
357     if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;
358
359     EnterCriticalSection(&ddraw_cs);
360     /* WineD3D doesn't know d3d7 vertex operation, it uses
361      * render states instead. Set the render states according to
362      * the vertex ops
363      */
364     doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
365     IWineD3DDevice_GetRenderState(D3D->wineD3DDevice,
366                                   WINED3DRS_CLIPPING,
367                                   (DWORD *) &oldClip);
368     if(doClip != oldClip)
369     {
370         IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
371                                       WINED3DRS_CLIPPING,
372                                       doClip);
373     }
374
375     IWineD3DBuffer_GetDesc(Src->wineD3DVertexBuffer, &Desc);
376     IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
377                                    0, /* Stream No */
378                                    Src->wineD3DVertexBuffer,
379                                    0, /* Offset */
380                                    get_flexible_vertex_size(Desc.FVF));
381     IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice,
382                                         Src->wineD3DVertexDeclaration);
383     hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice,
384                                         SrcIndex,
385                                         DestIndex,
386                                         Count,
387                                         This->wineD3DVertexBuffer,
388                                         NULL /* Output vdecl */,
389                                         Flags);
390
391     /* Restore the states if needed */
392     if(doClip != oldClip)
393         IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
394                                       WINED3DRS_CLIPPING,
395                                       oldClip);
396     LeaveCriticalSection(&ddraw_cs);
397     return hr;
398 }
399
400 static HRESULT WINAPI
401 Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface,
402                                                   DWORD VertexOp,
403                                                   DWORD DestIndex,
404                                                   DWORD Count,
405                                                   IDirect3DVertexBuffer *SrcBuffer,
406                                                   DWORD SrcIndex,
407                                                   IDirect3DDevice3 *D3DDevice,
408                                                   DWORD Flags)
409 {
410     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
411     IDirect3DVertexBufferImpl *Src = SrcBuffer ? vb_from_vb1(SrcBuffer) : NULL;
412     IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
413
414     TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%08x,%p,%08x,%p,%08x) thunking to IDirect3DVertexBuffer7 interface.\n", This, VertexOp, DestIndex, Count, Src, SrcIndex, D3D, Flags);
415
416     return IDirect3DVertexBuffer7_ProcessVertices((IDirect3DVertexBuffer7 *)This, VertexOp, DestIndex,
417             Count, (IDirect3DVertexBuffer7 *)Src, SrcIndex, (IDirect3DDevice7 *)D3D, Flags);
418 }
419
420 /*****************************************************************************
421  * IDirect3DVertexBuffer7::GetVertexBufferDesc
422  *
423  * Returns the description of a vertex buffer
424  *
425  * Params:
426  *  Desc: Address to write the description to
427  *
428  * Returns
429  *  DDERR_INVALIDPARAMS if Desc is NULL
430  *  D3D_OK on success
431  *
432  *****************************************************************************/
433 static HRESULT WINAPI
434 IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
435                                               D3DVERTEXBUFFERDESC *Desc)
436 {
437     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
438     WINED3DVERTEXBUFFER_DESC WDesc;
439     HRESULT hr;
440     TRACE("(%p)->(%p)\n", This, Desc);
441
442     if(!Desc) return DDERR_INVALIDPARAMS;
443
444     EnterCriticalSection(&ddraw_cs);
445     hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc);
446     if(hr != D3D_OK)
447     {
448         ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
449         LeaveCriticalSection(&ddraw_cs);
450         return hr;
451     }
452
453     /* Now fill the Desc structure */
454     Desc->dwCaps = This->Caps;
455     Desc->dwFVF = WDesc.FVF;
456     Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(WDesc.FVF);
457     LeaveCriticalSection(&ddraw_cs);
458
459     return D3D_OK;
460 }
461
462 static HRESULT WINAPI
463 Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface,
464                                                       D3DVERTEXBUFFERDESC *Desc)
465 {
466     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
467     TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, Desc);
468
469     return IDirect3DVertexBuffer7_GetVertexBufferDesc((IDirect3DVertexBuffer7 *)This, Desc);
470 }
471
472
473 /*****************************************************************************
474  * IDirect3DVertexBuffer7::Optimize
475  *
476  * Converts an unoptimized vertex buffer into an optimized buffer
477  *
478  * Params:
479  *  D3DDevice: Device for which this buffer is optimized
480  *  Flags: Not used, should be set to 0
481  *
482  * Returns
483  *  D3D_OK, because it's a stub
484  *
485  *****************************************************************************/
486 static HRESULT WINAPI
487 IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface,
488                                    IDirect3DDevice7 *D3DDevice,
489                                    DWORD Flags)
490 {
491     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
492     IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
493     static BOOL hide = FALSE;
494
495     if (!hide)
496     {
497         FIXME("(%p)->(%p,%08x): stub!\n", This, D3D, Flags);
498         hide = TRUE;
499     }
500
501     /* We could forward this call to WineD3D and take advantage
502      * of it once we use OpenGL vertex buffers
503      */
504     EnterCriticalSection(&ddraw_cs);
505     This->Caps |= D3DVBCAPS_OPTIMIZED;
506     LeaveCriticalSection(&ddraw_cs);
507
508     return DD_OK;
509 }
510
511 static HRESULT WINAPI
512 Thunk_IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface,
513                                            IDirect3DDevice3 *D3DDevice,
514                                            DWORD Flags)
515 {
516     IDirect3DVertexBufferImpl *This = vb_from_vb1(iface);
517     IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
518     TRACE_(ddraw_thunk)("(%p)->(%p,%08x) thunking to IDirect3DVertexBuffer7 interface.\n", This, D3D, Flags);
519
520     return IDirect3DVertexBuffer7_Optimize((IDirect3DVertexBuffer7 *)This, (IDirect3DDevice7 *)D3D, Flags);
521 }
522
523 /*****************************************************************************
524  * IDirect3DVertexBuffer7::ProcessVerticesStrided
525  *
526  * This method processes untransformed strided vertices into a processed
527  * or optimized vertex buffer.
528  *
529  * For more details on the parameters, see
530  * IDirect3DVertexBuffer7::ProcessVertices
531  *
532  * Params:
533  *  VertexOp: Operations to perform
534  *  DestIndex: Destination index to write the vertices to
535  *  Count: Number of input vertices
536  *  StrideData: Array containing the input vertices
537  *  VertexTypeDesc: Vertex Description or source index?????????
538  *  D3DDevice: IDirect3DDevice7 to use for processing
539  *  Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
540  *
541  * Returns
542  *  D3D_OK on success, or DDERR_*
543  *
544  *****************************************************************************/
545 static HRESULT WINAPI
546 IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
547                                                  DWORD VertexOp,
548                                                  DWORD DestIndex,
549                                                  DWORD Count,
550                                                  D3DDRAWPRIMITIVESTRIDEDDATA *StrideData,
551                                                  DWORD VertexTypeDesc,
552                                                  IDirect3DDevice7 *D3DDevice,
553                                                  DWORD Flags)
554 {
555     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
556     IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
557     FIXME("(%p)->(%08x,%08x,%08x,%p,%08x,%p,%08x): stub!\n", This, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3D, Flags);
558     return DD_OK;
559 }
560
561 /*****************************************************************************
562  * The VTables
563  *****************************************************************************/
564
565 const IDirect3DVertexBuffer7Vtbl IDirect3DVertexBuffer7_Vtbl =
566 {
567     /*** IUnknown Methods ***/
568     IDirect3DVertexBufferImpl_QueryInterface,
569     IDirect3DVertexBufferImpl_AddRef,
570     IDirect3DVertexBufferImpl_Release,
571     /*** IDirect3DVertexBuffer Methods ***/
572     IDirect3DVertexBufferImpl_Lock,
573     IDirect3DVertexBufferImpl_Unlock,
574     IDirect3DVertexBufferImpl_ProcessVertices,
575     IDirect3DVertexBufferImpl_GetVertexBufferDesc,
576     IDirect3DVertexBufferImpl_Optimize,
577     /*** IDirect3DVertexBuffer7 Methods ***/
578     IDirect3DVertexBufferImpl_ProcessVerticesStrided
579 };
580
581 const IDirect3DVertexBufferVtbl IDirect3DVertexBuffer1_Vtbl =
582 {
583     /*** IUnknown Methods ***/
584     Thunk_IDirect3DVertexBufferImpl_1_QueryInterface,
585     Thunk_IDirect3DVertexBufferImpl_1_AddRef,
586     Thunk_IDirect3DVertexBufferImpl_1_Release,
587     /*** IDirect3DVertexBuffer Methods ***/
588     Thunk_IDirect3DVertexBufferImpl_1_Lock,
589     Thunk_IDirect3DVertexBufferImpl_1_Unlock,
590     Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices,
591     Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc,
592     Thunk_IDirect3DVertexBufferImpl_1_Optimize
593 };