msi/test: Add tests for MsiGetFeatureState.
[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         IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc);
236         *Size = Desc.Size;
237     }
238
239     hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, 0 /* OffsetToLock */,
240             0 /* SizeToLock, 0 == Full lock */, (BYTE **)Data, wined3d_flags);
241     LeaveCriticalSection(&ddraw_cs);
242     return hr;
243 }
244
245 static HRESULT WINAPI
246 Thunk_IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface,
247                                        DWORD Flags,
248                                        void **Data,
249                                        DWORD *Size)
250 {
251     TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size);
252
253     return IDirect3DVertexBuffer7_Lock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Flags, Data, Size);
254 }
255
256 /*****************************************************************************
257  * IDirect3DVertexBuffer7::Unlock
258  *
259  * Unlocks a vertex Buffer
260  *
261  * Returns:
262  *  D3D_OK on success
263  *
264  *****************************************************************************/
265 static HRESULT WINAPI
266 IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface)
267 {
268     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
269     HRESULT hr;
270
271     TRACE("iface %p.\n", iface);
272
273     EnterCriticalSection(&ddraw_cs);
274     hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer);
275     LeaveCriticalSection(&ddraw_cs);
276
277     return hr;
278 }
279
280 static HRESULT WINAPI
281 Thunk_IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface)
282 {
283     TRACE("iface %p.\n", iface);
284
285     return IDirect3DVertexBuffer7_Unlock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface));
286 }
287
288
289 /*****************************************************************************
290  * IDirect3DVertexBuffer7::ProcessVertices
291  *
292  * Processes untransformed Vertices into a transformed or optimized vertex
293  * buffer. It can also perform other operations, such as lighting or clipping
294  *
295  * Params
296  *  VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
297  *  DestIndex: Index in the destination buffer(This), where the vertices are
298  *             placed
299  *  Count: Number of Vertices in the Source buffer to process
300  *  SrcBuffer: Source vertex buffer
301  *  SrcIndex: Index of the first vertex in the src buffer to process
302  *  D3DDevice: Device to use for transformation
303  *  Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
304  *         unchaned vertices
305  *
306  * Returns:
307  *  D3D_OK on success
308  *  DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
309  *
310  *****************************************************************************/
311 static HRESULT WINAPI
312 IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
313                                           DWORD VertexOp,
314                                           DWORD DestIndex,
315                                           DWORD Count,
316                                           IDirect3DVertexBuffer7 *SrcBuffer,
317                                           DWORD SrcIndex,
318                                           IDirect3DDevice7 *D3DDevice,
319                                           DWORD Flags)
320 {
321     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
322     IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer;
323     IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
324     BOOL oldClip, doClip;
325     HRESULT hr;
326
327     TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
328             iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
329
330     /* Vertex operations:
331      * D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
332      * in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
333      * D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
334      * D3DVOP_LIGHT: Lights the vertices
335      * D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
336      *
337      * WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
338      * are not implemented. Clipping is disabled ATM, because of unsure conditions.
339      */
340     if( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS;
341
342     EnterCriticalSection(&ddraw_cs);
343     /* WineD3D doesn't know d3d7 vertex operation, it uses
344      * render states instead. Set the render states according to
345      * the vertex ops
346      */
347     doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
348     IWineD3DDevice_GetRenderState(D3D->wineD3DDevice,
349                                   WINED3DRS_CLIPPING,
350                                   (DWORD *) &oldClip);
351     if(doClip != oldClip)
352     {
353         IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
354                                       WINED3DRS_CLIPPING,
355                                       doClip);
356     }
357
358     IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
359                                    0, /* Stream No */
360                                    Src->wineD3DVertexBuffer,
361                                    0, /* Offset */
362                                    get_flexible_vertex_size(Src->fvf));
363     IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice,
364                                         Src->wineD3DVertexDeclaration);
365     hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice,
366                                         SrcIndex,
367                                         DestIndex,
368                                         Count,
369                                         This->wineD3DVertexBuffer,
370                                         NULL /* Output vdecl */,
371                                         Flags,
372                                         This->fvf);
373
374     /* Restore the states if needed */
375     if(doClip != oldClip)
376         IWineD3DDevice_SetRenderState(D3D->wineD3DDevice,
377                                       WINED3DRS_CLIPPING,
378                                       oldClip);
379     LeaveCriticalSection(&ddraw_cs);
380     return hr;
381 }
382
383 static HRESULT WINAPI
384 Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface,
385                                                   DWORD VertexOp,
386                                                   DWORD DestIndex,
387                                                   DWORD Count,
388                                                   IDirect3DVertexBuffer *SrcBuffer,
389                                                   DWORD SrcIndex,
390                                                   IDirect3DDevice3 *D3DDevice,
391                                                   DWORD Flags)
392 {
393     IDirect3DVertexBufferImpl *Src = SrcBuffer ? vb_from_vb1(SrcBuffer) : NULL;
394     IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
395
396     TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
397             iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags);
398
399     return IDirect3DVertexBuffer7_ProcessVertices((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), VertexOp,
400             DestIndex, Count, (IDirect3DVertexBuffer7 *)Src, SrcIndex, (IDirect3DDevice7 *)D3D, Flags);
401 }
402
403 /*****************************************************************************
404  * IDirect3DVertexBuffer7::GetVertexBufferDesc
405  *
406  * Returns the description of a vertex buffer
407  *
408  * Params:
409  *  Desc: Address to write the description to
410  *
411  * Returns
412  *  DDERR_INVALIDPARAMS if Desc is NULL
413  *  D3D_OK on success
414  *
415  *****************************************************************************/
416 static HRESULT WINAPI
417 IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
418                                               D3DVERTEXBUFFERDESC *Desc)
419 {
420     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
421     WINED3DBUFFER_DESC WDesc;
422
423     TRACE("iface %p, desc %p.\n", iface, Desc);
424
425     if(!Desc) return DDERR_INVALIDPARAMS;
426
427     EnterCriticalSection(&ddraw_cs);
428     IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc);
429     LeaveCriticalSection(&ddraw_cs);
430
431     /* Now fill the Desc structure */
432     Desc->dwCaps = This->Caps;
433     Desc->dwFVF = This->fvf;
434     Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(This->fvf);
435
436     return D3D_OK;
437 }
438
439 static HRESULT WINAPI
440 Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface,
441                                                       D3DVERTEXBUFFERDESC *Desc)
442 {
443     TRACE("iface %p, desc %p.\n", iface, Desc);
444
445     return IDirect3DVertexBuffer7_GetVertexBufferDesc((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Desc);
446 }
447
448
449 /*****************************************************************************
450  * IDirect3DVertexBuffer7::Optimize
451  *
452  * Converts an unoptimized vertex buffer into an optimized buffer
453  *
454  * Params:
455  *  D3DDevice: Device for which this buffer is optimized
456  *  Flags: Not used, should be set to 0
457  *
458  * Returns
459  *  D3D_OK, because it's a stub
460  *
461  *****************************************************************************/
462 static HRESULT WINAPI
463 IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface,
464                                    IDirect3DDevice7 *D3DDevice,
465                                    DWORD Flags)
466 {
467     IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
468     static BOOL hide = FALSE;
469
470     TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
471
472     if (!hide)
473     {
474         FIXME("iface %p, device %p, flags %#x stub!\n", iface, D3DDevice, Flags);
475         hide = TRUE;
476     }
477
478     /* We could forward this call to WineD3D and take advantage
479      * of it once we use OpenGL vertex buffers
480      */
481     EnterCriticalSection(&ddraw_cs);
482     This->Caps |= D3DVBCAPS_OPTIMIZED;
483     LeaveCriticalSection(&ddraw_cs);
484
485     return DD_OK;
486 }
487
488 static HRESULT WINAPI
489 Thunk_IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface,
490                                            IDirect3DDevice3 *D3DDevice,
491                                            DWORD Flags)
492 {
493     IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL;
494
495     TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags);
496
497     return IDirect3DVertexBuffer7_Optimize((IDirect3DVertexBuffer7 *)vb_from_vb1(iface),
498             (IDirect3DDevice7 *)D3D, Flags);
499 }
500
501 /*****************************************************************************
502  * IDirect3DVertexBuffer7::ProcessVerticesStrided
503  *
504  * This method processes untransformed strided vertices into a processed
505  * or optimized vertex buffer.
506  *
507  * For more details on the parameters, see
508  * IDirect3DVertexBuffer7::ProcessVertices
509  *
510  * Params:
511  *  VertexOp: Operations to perform
512  *  DestIndex: Destination index to write the vertices to
513  *  Count: Number of input vertices
514  *  StrideData: Array containing the input vertices
515  *  VertexTypeDesc: Vertex Description or source index?????????
516  *  D3DDevice: IDirect3DDevice7 to use for processing
517  *  Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
518  *
519  * Returns
520  *  D3D_OK on success, or DDERR_*
521  *
522  *****************************************************************************/
523 static HRESULT WINAPI
524 IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
525                                                  DWORD VertexOp,
526                                                  DWORD DestIndex,
527                                                  DWORD Count,
528                                                  D3DDRAWPRIMITIVESTRIDEDDATA *StrideData,
529                                                  DWORD VertexTypeDesc,
530                                                  IDirect3DDevice7 *D3DDevice,
531                                                  DWORD Flags)
532 {
533     FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, vertex_type %#x, device %p, flags %#x stub!\n",
534             iface, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3DDevice, Flags);
535
536     return DD_OK;
537 }
538
539 /*****************************************************************************
540  * The VTables
541  *****************************************************************************/
542
543 static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl =
544 {
545     /*** IUnknown Methods ***/
546     IDirect3DVertexBufferImpl_QueryInterface,
547     IDirect3DVertexBufferImpl_AddRef,
548     IDirect3DVertexBufferImpl_Release,
549     /*** IDirect3DVertexBuffer Methods ***/
550     IDirect3DVertexBufferImpl_Lock,
551     IDirect3DVertexBufferImpl_Unlock,
552     IDirect3DVertexBufferImpl_ProcessVertices,
553     IDirect3DVertexBufferImpl_GetVertexBufferDesc,
554     IDirect3DVertexBufferImpl_Optimize,
555     /*** IDirect3DVertexBuffer7 Methods ***/
556     IDirect3DVertexBufferImpl_ProcessVerticesStrided
557 };
558
559 static const struct IDirect3DVertexBufferVtbl d3d_vertex_buffer1_vtbl =
560 {
561     /*** IUnknown Methods ***/
562     Thunk_IDirect3DVertexBufferImpl_1_QueryInterface,
563     Thunk_IDirect3DVertexBufferImpl_1_AddRef,
564     Thunk_IDirect3DVertexBufferImpl_1_Release,
565     /*** IDirect3DVertexBuffer Methods ***/
566     Thunk_IDirect3DVertexBufferImpl_1_Lock,
567     Thunk_IDirect3DVertexBufferImpl_1_Unlock,
568     Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices,
569     Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc,
570     Thunk_IDirect3DVertexBufferImpl_1_Optimize
571 };
572
573 HRESULT d3d_vertex_buffer_init(IDirect3DVertexBufferImpl *buffer,
574         IDirectDrawImpl *ddraw, D3DVERTEXBUFFERDESC *desc)
575 {
576     DWORD usage;
577     HRESULT hr;
578
579     buffer->lpVtbl = &d3d_vertex_buffer7_vtbl;
580     buffer->IDirect3DVertexBuffer_vtbl = &d3d_vertex_buffer1_vtbl;
581     buffer->ref = 1;
582
583     buffer->ddraw = ddraw;
584     buffer->Caps = desc->dwCaps;
585     buffer->fvf = desc->dwFVF;
586
587     usage = desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0;
588     usage |= WINED3DUSAGE_STATICDECL;
589
590     EnterCriticalSection(&ddraw_cs);
591
592     hr = IWineD3DDevice_CreateVertexBuffer(ddraw->wineD3DDevice,
593             get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices,
594             usage, desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT,
595             buffer, &ddraw_null_wined3d_parent_ops, &buffer->wineD3DVertexBuffer);
596     if (FAILED(hr))
597     {
598         WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
599         LeaveCriticalSection(&ddraw_cs);
600
601         if (hr == WINED3DERR_INVALIDCALL)
602             return DDERR_INVALIDPARAMS;
603         else
604             return hr;
605     }
606
607     buffer->wineD3DVertexDeclaration = ddraw_find_decl(ddraw, desc->dwFVF);
608     if (!buffer->wineD3DVertexDeclaration)
609     {
610         ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
611         IWineD3DBuffer_Release(buffer->wineD3DVertexBuffer);
612         LeaveCriticalSection(&ddraw_cs);
613
614         return DDERR_INVALIDPARAMS;
615     }
616     IWineD3DVertexDeclaration_AddRef(buffer->wineD3DVertexDeclaration);
617
618     LeaveCriticalSection(&ddraw_cs);
619
620     return D3D_OK;
621 }