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update d3d8 to wine 0.9.49
svn path=/trunk/; revision=30730
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3d237b54ad
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@ -1803,6 +1803,12 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, I
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TRACE("(%p) Relay\n", This);
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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EnterCriticalSection(&d3d8_cs);
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/* WineD3D takes an INT(due to d3d9), but d3d8 uses UINTs. Do I have to add a check here that
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* the UINT doesn't cause an overflow in the INT? It seems rather unlikely because such large
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* vertex buffers can't be created to address them with an index that requires the 32nd bit
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* (4 Byte minimum vertex size * 2^31-1 -> 8 gb buffer. The index sign would be the least
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* problem)
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*/
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IWineD3DDevice_SetBaseVertexIndex(This->WineD3DDevice, baseVertexIndex);
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IWineD3DDevice_SetBaseVertexIndex(This->WineD3DDevice, baseVertexIndex);
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hr = IWineD3DDevice_SetIndices(This->WineD3DDevice,
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hr = IWineD3DDevice_SetIndices(This->WineD3DDevice,
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pIndexData ? ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer : NULL);
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pIndexData ? ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer : NULL);
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@ -1822,7 +1828,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, I
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}
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}
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EnterCriticalSection(&d3d8_cs);
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EnterCriticalSection(&d3d8_cs);
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IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, pBaseVertexIndex);
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/* The case from UINT to INT is safe because d3d8 will never set negative values */
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IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, (INT *) pBaseVertexIndex);
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rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData);
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rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData);
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if (SUCCEEDED(rc) && retIndexData) {
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if (SUCCEEDED(rc) && retIndexData) {
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IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
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IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
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@ -284,7 +284,7 @@ size_t convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_el
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TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
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TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
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/* 128 should be enough for anyone... */
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/* 128 should be enough for anyone... */
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*wined3d_elements = HeapAlloc(GetProcessHeap(), 0, 128 * sizeof(WINED3DVERTEXELEMENT));
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*wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
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while (D3DVSD_END() != *token)
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while (D3DVSD_END() != *token)
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{
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{
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token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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