TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
- wined3d_buffer_preload(buffer->wined3d_buffer);
+ wined3d_resource_preload(wined3d_buffer_get_resource(buffer->wined3d_buffer));
wined3d_mutex_unlock();
}
void **data, DWORD flags)
{
struct d3d9_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer9(iface);
+ struct wined3d_map_desc wined3d_map_desc;
+ struct wined3d_box wined3d_box = {0};
HRESULT hr;
TRACE("iface %p, offset %u, size %u, data %p, flags %#x.\n",
iface, offset, size, data, flags);
+ wined3d_box.left = offset;
+ wined3d_box.right = offset + size;
wined3d_mutex_lock();
- hr = wined3d_buffer_map(buffer->wined3d_buffer, offset, size, (BYTE **)data, flags);
+ hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer),
+ 0, &wined3d_map_desc, &wined3d_box, flags);
wined3d_mutex_unlock();
+ *data = wined3d_map_desc.data;
return hr;
}
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
- wined3d_buffer_unmap(buffer->wined3d_buffer);
+ wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0);
wined3d_mutex_unlock();
return D3D_OK;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
- wined3d_buffer_preload(buffer->wined3d_buffer);
+ wined3d_resource_preload(wined3d_buffer_get_resource(buffer->wined3d_buffer));
wined3d_mutex_unlock();
}
UINT offset, UINT size, void **data, DWORD flags)
{
struct d3d9_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer9(iface);
+ struct wined3d_map_desc wined3d_map_desc;
+ struct wined3d_box wined3d_box = {0};
HRESULT hr;
TRACE("iface %p, offset %u, size %u, data %p, flags %#x.\n",
iface, offset, size, data, flags);
+ wined3d_box.left = offset;
+ wined3d_box.right = offset + size;
wined3d_mutex_lock();
- hr = wined3d_buffer_map(buffer->wined3d_buffer, offset, size, (BYTE **)data, flags);
+ hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer),
+ 0, &wined3d_map_desc, &wined3d_box, flags);
wined3d_mutex_unlock();
+ *data = wined3d_map_desc.data;
return hr;
}
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
- wined3d_buffer_unmap(buffer->wined3d_buffer);
+ wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0);
wined3d_mutex_unlock();
return D3D_OK;