FIXME("iface %p, desc %p stub!\n", iface, desc);
}
-const struct ID3D10BufferVtbl d3d10_buffer_vtbl =
+static const struct ID3D10BufferVtbl d3d10_buffer_vtbl =
{
/* IUnknown methods */
d3d10_buffer_QueryInterface,
d3d10_buffer_Unmap,
d3d10_buffer_GetDesc,
};
+
+HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *device,
+ const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data)
+{
+ struct wined3d_buffer_desc wined3d_desc;
+ HRESULT hr;
+
+ buffer->vtbl = &d3d10_buffer_vtbl;
+ buffer->refcount = 1;
+
+ FIXME("Implement DXGI<->wined3d usage conversion\n");
+
+ wined3d_desc.byte_width = desc->ByteWidth;
+ wined3d_desc.usage = desc->Usage;
+ wined3d_desc.bind_flags = desc->BindFlags;
+ wined3d_desc.cpu_access_flags = desc->CPUAccessFlags;
+ wined3d_desc.misc_flags = desc->MiscFlags;
+
+ hr = IWineD3DDevice_CreateBuffer(device->wined3d_device, &wined3d_desc,
+ data ? data->pSysMem : NULL, (IUnknown *)buffer, &buffer->wined3d_buffer);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
+ return hr;
+ }
+
+ return S_OK;
+}
const D3D10_TEXTURE2D_DESC *desc);
/* ID3D10Buffer */
-extern const struct ID3D10BufferVtbl d3d10_buffer_vtbl;
struct d3d10_buffer
{
const struct ID3D10BufferVtbl *vtbl;
IWineD3DBuffer *wined3d_buffer;
};
+HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *device,
+ const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data);
+
/* ID3D10RenderTargetView */
extern const struct ID3D10RenderTargetViewVtbl d3d10_rendertarget_view_vtbl;
struct d3d10_rendertarget_view
const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer)
{
struct d3d10_device *This = (struct d3d10_device *)iface;
- struct wined3d_buffer_desc wined3d_desc;
struct d3d10_buffer *object;
HRESULT hr;
return E_OUTOFMEMORY;
}
- object->vtbl = &d3d10_buffer_vtbl;
- object->refcount = 1;
-
- FIXME("Implement DXGI<->wined3d usage conversion\n");
-
- wined3d_desc.byte_width = desc->ByteWidth;
- wined3d_desc.usage = desc->Usage;
- wined3d_desc.bind_flags = desc->BindFlags;
- wined3d_desc.cpu_access_flags = desc->CPUAccessFlags;
- wined3d_desc.misc_flags = desc->MiscFlags;
-
- hr = IWineD3DDevice_CreateBuffer(This->wined3d_device, &wined3d_desc,
- data ? data->pSysMem : NULL, (IUnknown *)object, &object->wined3d_buffer);
+ hr = d3d10_buffer_init(object, This, desc, data);
if (FAILED(hr))
{
- ERR("CreateBuffer failed, returning %#x\n", hr);
+ WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}