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[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
25 #include "ddraw_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
28
29 /*****************************************************************************
30  * IUnknown Methods
31  *****************************************************************************/
32
33 /*****************************************************************************
34  * IDirect3DVertexBuffer7::QueryInterface
35  *
36  * The QueryInterface Method for Vertex Buffers
37  * For a link to QueryInterface rules, see IDirectDraw7::QueryInterface
38  *
39  * Params
40  *  riid: Queryied Interface id
41  *  obj: Address to return the interface pointer
42  *
43  * Returns:
44  *  S_OK on success
45  *  E_NOINTERFACE if the interface wasn't found
46  *
47  *****************************************************************************/
48 static HRESULT WINAPI
49 IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface,
50                                          REFIID riid,
51                                          void  **obj)
52 {
53     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
54
55     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
56
57     /* By default, set the object pointer to NULL */
58     *obj = NULL;
59
60     if ( IsEqualGUID( &IID_IUnknown,  riid ) )
61     {
62         IUnknown_AddRef(iface);
63         *obj = iface;
64         TRACE("  Creating IUnknown interface at %p.\n", *obj);
65         return S_OK;
66     }
67     if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) )
68     {
69         IUnknown_AddRef(iface);
70         *obj = &This->IDirect3DVertexBuffer_vtbl;
71         TRACE("  Creating IDirect3DVertexBuffer interface %p\n", *obj);
72         return S_OK;
73     }
74     if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) )
75     {
76         IUnknown_AddRef(iface);
77         *obj = iface;
78         TRACE("  Creating IDirect3DVertexBuffer7 interface %p\n", *obj);
79         return S_OK;
80     }
81     FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
82     return E_NOINTERFACE;
83 }
84
85 static HRESULT WINAPI
86 Thunk_IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface,
87                                                  REFIID riid,
88                                                  void **obj)
89 {
90     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
91
92     return IDirect3DVertexBuffer7_QueryInterface((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), riid, obj);
93 }
94
95 /*****************************************************************************
96  * IDirect3DVertexBuffer7::AddRef
97  *
98  * AddRef for Vertex Buffers
99  *
100  * Returns:
101  *  The new refcount
102  *
103  *****************************************************************************/
104 static ULONG WINAPI
105 IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface)
106 {
107     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
108     ULONG ref = InterlockedIncrement(&This->ref);
109
110     TRACE("%p increasing refcount to %u.\n", This, ref);
111
112     return ref;
113 }
114
115 static ULONG WINAPI
116 Thunk_IDirect3DVertexBufferImpl_1_AddRef(IDirect3DVertexBuffer *iface)
117 {
118     TRACE("iface %p.\n", iface);
119
120     return IDirect3DVertexBuffer7_AddRef((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
121 }
122
123
124 /*****************************************************************************
125  * IDirect3DVertexBuffer7::Release
126  *
127  * Release for Vertex Buffers
128  *
129  * Returns:
130  *  The new refcount
131  *
132  *****************************************************************************/
133 static ULONG WINAPI
134 IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface)
135 {
136     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
137     ULONG ref = InterlockedDecrement(&This->ref);
138
139     TRACE("%p decreasing refcount to %u.\n", This, ref);
140
141     if (ref == 0)
142     {
143         IWineD3DBuffer *curVB = NULL;
144         UINT offset, stride;
145
146         EnterCriticalSection(&ddraw_cs);
147         /* D3D7 Vertex buffers don't stay bound in the device, they are passed as a parameter
148          * to drawPrimitiveVB. DrawPrimitiveVB sets them as the stream source in wined3d,
149          * and they should get unset there before they are destroyed
150          */
151         IWineD3DDevice_GetStreamSource(This->ddraw->wineD3DDevice,
152                                        0 /* Stream number */,
153                                        &curVB,
154                                        &offset,
155                                        &stride);
156         if(curVB == This->wineD3DVertexBuffer)
157         {
158             IWineD3DDevice_SetStreamSource(This->ddraw->wineD3DDevice,
159                                         0 /* Steam number */,
160                                         NULL /* stream data */,
161                                         0 /* Offset */,
162                                         0 /* stride */);
163         }
164         if(curVB)
165         {
166             IWineD3DBuffer_Release(curVB); /* For the GetStreamSource */
167         }
168
169         IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
170         IWineD3DBuffer_Release(This->wineD3DVertexBuffer);
171         LeaveCriticalSection(&ddraw_cs);
172         HeapFree(GetProcessHeap(), 0, This);
173
174         return 0;
175     }
176     return ref;
177 }
178
179 static ULONG WINAPI
180 Thunk_IDirect3DVertexBufferImpl_1_Release(IDirect3DVertexBuffer *iface)
181 {
182     TRACE("iface %p.\n", iface);
183
184     return IDirect3DVertexBuffer7_Release((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
185 }
186
187 /*****************************************************************************
188  * IDirect3DVertexBuffer Methods
189  *****************************************************************************/
190
191 /*****************************************************************************
192  * IDirect3DVertexBuffer7::Lock
193  *
194  * Locks the vertex buffer and returns a pointer to the vertex data
195  * Locking vertex buffers is similar to locking surfaces, because Windows
196  * uses surfaces to store vertex data internally (According to the DX sdk)
197  *
198  * Params:
199  *  Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
200  *         DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
201  *  Data:  Returns a pointer to the vertex data
202  *  Size:  Returns the size of the buffer if not NULL
203  *
204  * Returns:
205  *  D3D_OK on success
206  *  DDERR_INVALIDPARAMS if Data is NULL
207  *  D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
208  *
209  *****************************************************************************/
210 static HRESULT WINAPI
211 IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
212                                DWORD Flags,
213                                void **Data,
214                                DWORD *Size)
215 {
216     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
217     WINED3DBUFFER_DESC Desc;
218     HRESULT hr;
219     DWORD wined3d_flags = 0;
220
221     TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
222
223     /* Writeonly: Pointless. Event: Unsupported by native according to the sdk
224      * nosyslock: Not applicable
225      */
226     if(!(Flags & DDLOCK_WAIT))          wined3d_flags |= WINED3DLOCK_DONOTWAIT;
227     if(Flags & DDLOCK_READONLY)         wined3d_flags |= WINED3DLOCK_READONLY;
228     if(Flags & DDLOCK_NOOVERWRITE)      wined3d_flags |= WINED3DLOCK_NOOVERWRITE;
229     if(Flags & DDLOCK_DISCARDCONTENTS)  wined3d_flags |= WINED3DLOCK_DISCARD;
230
231     EnterCriticalSection(&ddraw_cs);
232     if(Size)
233     {
234         /* Get the size, for returning it, and for locking */
235         hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc);
236         if(hr != D3D_OK)
237         {
238             ERR("(%p) IWineD3DBuffer::GetDesc failed with hr=%08x\n", This, hr);
239             LeaveCriticalSection(&ddraw_cs);
240             return hr;
241         }
242         *Size = Desc.Size;
243     }
244
245     hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, 0 /* OffsetToLock */,
246             0 /* SizeToLock, 0 == Full lock */, (BYTE **)Data, wined3d_flags);
247     LeaveCriticalSection(&ddraw_cs);
248     return hr;
249 }
250
251 static HRESULT WINAPI
252 Thunk_IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface,
253                                        DWORD Flags,
254                                        void **Data,
255                                        DWORD *Size)
256 {
257     TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
258
259     return IDirect3DVertexBuffer7_Lock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Flags, Data, Size);
260 }
261
262 /*****************************************************************************
263  * IDirect3DVertexBuffer7::Unlock
264  *
265  * Unlocks a vertex Buffer
266  *
267  * Returns:
268  *  D3D_OK on success
269  *
270  *****************************************************************************/
271 static HRESULT WINAPI
272 IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
273 {
274     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
275     HRESULT hr;
276
277     TRACE("iface %p.\n", iface);
278
279     EnterCriticalSection(&ddraw_cs);
280     hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
281     LeaveCriticalSection(&ddraw_cs);
282
283     return hr;
284 }
285
286 static HRESULT WINAPI
287 Thunk_IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface)
288 {
289     TRACE("iface %p.\n", iface);
290
291     return IDirect3DVertexBuffer7_Unlock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
292 }
293
294
295 /*****************************************************************************
296  * IDirect3DVertexBuffer7::ProcessVertices
297  *
298  * Processes untransformed Vertices into a transformed or optimized vertex
299  * buffer. It can also perform other operations, such as lighting or clipping
300  *
301  * Params
302  *  VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
303  *  DestIndex: Index in the destination buffer(This), where the vertices are
304  *             placed
305  *  Count: Number of Vertices in the Source buffer to process
306  *  SrcBuffer: Source vertex buffer
307  *  SrcIndex: Index of the first vertex in the src buffer to process
308  *  D3DDevice: Device to use for transformation
309  *  Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
310  *         unchaned vertices
311  *
312  * Returns:
313  *  D3D_OK on success
314  *  DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
315  *
316  *****************************************************************************/
317 static HRESULT WINAPI
318 IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
319                                           DWORD VertexOp,
320                                           DWORD DestIndex,
321                                           DWORD Count,
322                                           IDirect3DVertexBuffer7 *SrcBuffer,
323                                           DWORD SrcIndex,
324                                           IDirect3DDevice7 *D3DDevice,
325                                           DWORD Flags)
326 {
327     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
328     IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer;
329     IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
330     BOOL oldClip, doClip;
331     HRESULT hr;
332
333     TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
334             iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
335
336     /* Vertex operations:
337      * D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
338      * in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
339      * D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
340      * D3DVOP_LIGHT: Lights the vertices
341      * D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
342      *
343      * WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
344      * are not implemented. Clipping is disabled ATM, because of unsure conditions.
345      */
346     if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;
347
348     EnterCriticalSection(&ddraw_cs);
349     /* WineD3D doesn't know d3d7 vertex operation, it uses
350      * render states instead. Set the render states according to
351      * the vertex ops
352      */
353     doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
354     IWineD3DDevice_GetRenderState(D3D->wineD3DDevice,
355                                   WINED3DRS_CLIPPING,
356                                   (DWORD *) &oldClip);
357     if(doClip != oldClip)
358     {
359         IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
360                                       WINED3DRS_CLIPPING,
361                                       doClip);
362     }
363
364     IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
365                                    0, /* Stream No */
366                                    Src->wineD3DVertexBuffer,
367                                    0, /* Offset */
368                                    get_flexible_vertex_size(Src->fvf));
369     IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice,
370                                         Src->wineD3DVertexDeclaration);
371     hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice,
372                                         SrcIndex,
373                                         DestIndex,
374                                         Count,
375                                         This->wineD3DVertexBuffer,
376                                         NULL /* Output vdecl */,
377                                         Flags,
378                                         This->fvf);
379
380     /* Restore the states if needed */
381     if(doClip != oldClip)
382         IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
383                                       WINED3DRS_CLIPPING,
384                                       oldClip);
385     LeaveCriticalSection(&ddraw_cs);
386     return hr;
387 }
388
389 static HRESULT WINAPI
390 Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface,
391                                                   DWORD VertexOp,
392                                                   DWORD DestIndex,
393                                                   DWORD Count,
394                                                   IDirect3DVertexBuffer *SrcBuffer,
395                                                   DWORD SrcIndex,
396                                                   IDirect3DDevice3 *D3DDevice,
397                                                   DWORD Flags)
398 {
399     IDirect3DVertexBufferImpl *Src = SrcBuffer ? vb_from_vb1(SrcBuffer) : NULL;
400     IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
401
402     TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
403             iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
404
405     return IDirect3DVertexBuffer7_ProcessVertices((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), VertexOp,
406             DestIndex, Count, (IDirect3DVertexBuffer7 *)Src, SrcIndex, (IDirect3DDevice7 *)D3D, Flags);
407 }
408
409 /*****************************************************************************
410  * IDirect3DVertexBuffer7::GetVertexBufferDesc
411  *
412  * Returns the description of a vertex buffer
413  *
414  * Params:
415  *  Desc: Address to write the description to
416  *
417  * Returns
418  *  DDERR_INVALIDPARAMS if Desc is NULL
419  *  D3D_OK on success
420  *
421  *****************************************************************************/
422 static HRESULT WINAPI
423 IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
424                                               D3DVERTEXBUFFERDESC *Desc)
425 {
426     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
427     WINED3DBUFFER_DESC WDesc;
428     HRESULT hr;
429
430     TRACE("iface %p, desc %p.\n", iface, Desc);
431
432     if(!Desc) return DDERR_INVALIDPARAMS;
433
434     EnterCriticalSection(&ddraw_cs);
435     hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc);
436     if(hr != D3D_OK)
437     {
438         ERR("(%p) IWineD3DBuffer::GetDesc failed with hr=%08x\n", This, hr);
439         LeaveCriticalSection(&ddraw_cs);
440         return hr;
441     }
442
443     /* Now fill the Desc structure */
444     Desc->dwCaps = This->Caps;
445     Desc->dwFVF = This->fvf;
446     Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(This->fvf);
447     LeaveCriticalSection(&ddraw_cs);
448
449     return D3D_OK;
450 }
451
452 static HRESULT WINAPI
453 Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface,
454                                                       D3DVERTEXBUFFERDESC *Desc)
455 {
456     TRACE("iface %p, desc %p.\n", iface, Desc);
457
458     return IDirect3DVertexBuffer7_GetVertexBufferDesc((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Desc);
459 }
460
461
462 /*****************************************************************************
463  * IDirect3DVertexBuffer7::Optimize
464  *
465  * Converts an unoptimized vertex buffer into an optimized buffer
466  *
467  * Params:
468  *  D3DDevice: Device for which this buffer is optimized
469  *  Flags: Not used, should be set to 0
470  *
471  * Returns
472  *  D3D_OK, because it's a stub
473  *
474  *****************************************************************************/
475 static HRESULT WINAPI
476 IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface,
477                                    IDirect3DDevice7 *D3DDevice,
478                                    DWORD Flags)
479 {
480     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
481     static BOOL hide = FALSE;
482
483     TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
484
485     if (!hide)
486     {
487         FIXME("iface %p, device %p, flags %#x stub!\n", iface, D3DDevice, Flags);
488         hide = TRUE;
489     }
490
491     /* We could forward this call to WineD3D and take advantage
492      * of it once we use OpenGL vertex buffers
493      */
494     EnterCriticalSection(&ddraw_cs);
495     This->Caps |= D3DVBCAPS_OPTIMIZED;
496     LeaveCriticalSection(&ddraw_cs);
497
498     return DD_OK;
499 }
500
501 static HRESULT WINAPI
502 Thunk_IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface,
503                                            IDirect3DDevice3 *D3DDevice,
504                                            DWORD Flags)
505 {
506     IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
507
508     TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
509
510     return IDirect3DVertexBuffer7_Optimize((IDirect3DVertexBuffer7 *)vb_from_vb1(iface),
511             (IDirect3DDevice7 *)D3D, Flags);
512 }
513
514 /*****************************************************************************
515  * IDirect3DVertexBuffer7::ProcessVerticesStrided
516  *
517  * This method processes untransformed strided vertices into a processed
518  * or optimized vertex buffer.
519  *
520  * For more details on the parameters, see
521  * IDirect3DVertexBuffer7::ProcessVertices
522  *
523  * Params:
524  *  VertexOp: Operations to perform
525  *  DestIndex: Destination index to write the vertices to
526  *  Count: Number of input vertices
527  *  StrideData: Array containing the input vertices
528  *  VertexTypeDesc: Vertex Description or source index?????????
529  *  D3DDevice: IDirect3DDevice7 to use for processing
530  *  Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
531  *
532  * Returns
533  *  D3D_OK on success, or DDERR_*
534  *
535  *****************************************************************************/
536 static HRESULT WINAPI
537 IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
538                                                  DWORD VertexOp,
539                                                  DWORD DestIndex,
540                                                  DWORD Count,
541                                                  D3DDRAWPRIMITIVESTRIDEDDATA *StrideData,
542                                                  DWORD VertexTypeDesc,
543                                                  IDirect3DDevice7 *D3DDevice,
544                                                  DWORD Flags)
545 {
546     FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, vertex_type %#x, device %p, flags %#x stub!\n",
547             iface, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3DDevice, Flags);
548
549     return DD_OK;
550 }
551
552 /*****************************************************************************
553  * The VTables
554  *****************************************************************************/
555
556 static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl =
557 {
558     /*** IUnknown Methods ***/
559     IDirect3DVertexBufferImpl_QueryInterface,
560     IDirect3DVertexBufferImpl_AddRef,
561     IDirect3DVertexBufferImpl_Release,
562     /*** IDirect3DVertexBuffer Methods ***/
563     IDirect3DVertexBufferImpl_Lock,
564     IDirect3DVertexBufferImpl_Unlock,
565     IDirect3DVertexBufferImpl_ProcessVertices,
566     IDirect3DVertexBufferImpl_GetVertexBufferDesc,
567     IDirect3DVertexBufferImpl_Optimize,
568     /*** IDirect3DVertexBuffer7 Methods ***/
569     IDirect3DVertexBufferImpl_ProcessVerticesStrided
570 };
571
572 static const struct IDirect3DVertexBufferVtbl d3d_vertex_buffer1_vtbl =
573 {
574     /*** IUnknown Methods ***/
575     Thunk_IDirect3DVertexBufferImpl_1_QueryInterface,
576     Thunk_IDirect3DVertexBufferImpl_1_AddRef,
577     Thunk_IDirect3DVertexBufferImpl_1_Release,
578     /*** IDirect3DVertexBuffer Methods ***/
579     Thunk_IDirect3DVertexBufferImpl_1_Lock,
580     Thunk_IDirect3DVertexBufferImpl_1_Unlock,
581     Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices,
582     Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc,
583     Thunk_IDirect3DVertexBufferImpl_1_Optimize
584 };
585
586 HRESULT d3d_vertex_buffer_init(IDirect3DVertexBufferImpl *buffer,
587         IDirectDrawImpl *ddraw, D3DVERTEXBUFFERDESC *desc)
588 {
589     DWORD usage;
590     HRESULT hr;
591
592     buffer->lpVtbl = &d3d_vertex_buffer7_vtbl;
593     buffer->IDirect3DVertexBuffer_vtbl = &d3d_vertex_buffer1_vtbl;
594     buffer->ref = 1;
595
596     buffer->ddraw = ddraw;
597     buffer->Caps = desc->dwCaps;
598     buffer->fvf = desc->dwFVF;
599
600     usage = desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0;
601     usage |= WINED3DUSAGE_STATICDECL;
602
603     EnterCriticalSection(&ddraw_cs);
604
605     hr = IWineD3DDevice_CreateVertexBuffer(ddraw->wineD3DDevice,
606             get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices,
607             usage, desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT,
608             &buffer->wineD3DVertexBuffer, (IUnknown *)buffer, &ddraw_null_wined3d_parent_ops);
609     if (FAILED(hr))
610     {
611         WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
612         LeaveCriticalSection(&ddraw_cs);
613
614         if (hr == WINED3DERR_INVALIDCALL)
615             return DDERR_INVALIDPARAMS;
616         else
617             return hr;
618     }
619
620     buffer->wineD3DVertexDeclaration = ddraw_find_decl(ddraw, desc->dwFVF);
621     if (!buffer->wineD3DVertexDeclaration)
622     {
623         ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
624         IWineD3DBuffer_Release(buffer->wineD3DVertexBuffer);
625         LeaveCriticalSection(&ddraw_cs);
626
627         return DDERR_INVALIDPARAMS;
628     }
629     IWineD3DVertexDeclaration_AddRef(buffer->wineD3DVertexDeclaration);
630
631     LeaveCriticalSection(&ddraw_cs);
632
633     return D3D_OK;
634 }