static HRESULT STDMETHODCALLTYPE d3d10_texture3d_Map(ID3D10Texture3D *iface, UINT sub_resource_idx, D3D10_MAP map_type, UINT map_flags, D3D10_MAPPED_TEXTURE3D *mapped_texture) { struct d3d_texture3d *texture = impl_from_ID3D10Texture3D(iface); struct wined3d_map_desc wined3d_map_desc; HRESULT hr; TRACE("iface %p, sub_resource_idx %u, map_type %u, map_flags %#x, mapped_texture %p.\n", iface, sub_resource_idx, map_type, map_flags, mapped_texture); if (map_flags) FIXME("Ignoring map_flags %#x.\n", map_flags); wined3d_mutex_lock(); if (SUCCEEDED(hr = wined3d_resource_map(wined3d_texture_get_resource(texture->wined3d_texture), sub_resource_idx, &wined3d_map_desc, NULL, wined3d_map_flags_from_d3d11_map_type(map_type)))) { mapped_texture->pData = wined3d_map_desc.data; mapped_texture->RowPitch = wined3d_map_desc.row_pitch; mapped_texture->DepthPitch = wined3d_map_desc.slice_pitch; } wined3d_mutex_unlock(); return hr; }
static HRESULT STDMETHODCALLTYPE d3d10_buffer_Map(ID3D10Buffer *iface, D3D10_MAP map_type, UINT map_flags, void **data) { struct d3d_buffer *buffer = impl_from_ID3D10Buffer(iface); struct wined3d_map_desc wined3d_map_desc; HRESULT hr; TRACE("iface %p, map_type %u, map_flags %#x, data %p.\n", iface, map_type, map_flags, data); if (map_flags) FIXME("Ignoring map_flags %#x.\n", map_flags); wined3d_mutex_lock(); hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0, &wined3d_map_desc, NULL, wined3d_map_flags_from_d3d11_map_type(map_type)); *data = wined3d_map_desc.data; wined3d_mutex_unlock(); return hr; }
static HRESULT WINAPI d3d8_indexbuffer_Lock(IDirect3DIndexBuffer8 *iface, UINT offset, UINT size, BYTE **data, DWORD flags) { struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(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_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0, &wined3d_map_desc, &wined3d_box, wined3dmapflags_from_d3dmapflags(flags)); wined3d_mutex_unlock(); *data = wined3d_map_desc.data; return hr; }
static HRESULT WINAPI d3d8_volume_LockBox(IDirect3DVolume8 *iface, D3DLOCKED_BOX *locked_box, const D3DBOX *box, DWORD flags) { struct d3d8_volume *volume = impl_from_IDirect3DVolume8(iface); struct wined3d_map_desc map_desc; HRESULT hr; TRACE("iface %p, locked_box %p, box %p, flags %#x.\n", iface, locked_box, box, flags); wined3d_mutex_lock(); if (FAILED(hr = wined3d_resource_map(wined3d_texture_get_resource(volume->wined3d_texture), volume->sub_resource_idx, &map_desc, (const struct wined3d_box *)box, flags))) map_desc.data = NULL; wined3d_mutex_unlock(); locked_box->RowPitch = map_desc.row_pitch; locked_box->SlicePitch = map_desc.slice_pitch; locked_box->pBits = map_desc.data; return hr; }
static HRESULT WINAPI d3d8_surface_LockRect(IDirect3DSurface8 *iface, D3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags) { struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface); struct wined3d_box box; struct wined3d_map_desc map_desc; HRESULT hr; D3DRESOURCETYPE type; TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n", iface, locked_rect, wine_dbgstr_rect(rect), flags); wined3d_mutex_lock(); if (surface->texture) type = IDirect3DBaseTexture8_GetType(&surface->texture->IDirect3DBaseTexture8_iface); else type = D3DRTYPE_SURFACE; if (rect) { D3DSURFACE_DESC desc; IDirect3DSurface8_GetDesc(iface, &desc); if (type != D3DRTYPE_TEXTURE && ((rect->left < 0) || (rect->top < 0) || (rect->left >= rect->right) || (rect->top >= rect->bottom) || (rect->right > desc.Width) || (rect->bottom > desc.Height))) { WARN("Trying to lock an invalid rectangle, returning D3DERR_INVALIDCALL\n"); wined3d_mutex_unlock(); locked_rect->Pitch = 0; locked_rect->pBits = NULL; return D3DERR_INVALIDCALL; } wined3d_box_set(&box, rect->left, rect->top, rect->right, rect->bottom, 0, 1); } hr = wined3d_resource_map(wined3d_texture_get_resource(surface->wined3d_texture), surface->sub_resource_idx, &map_desc, rect ? &box : NULL, wined3dmapflags_from_d3dmapflags(flags, 0)); wined3d_mutex_unlock(); if (SUCCEEDED(hr)) { locked_rect->Pitch = map_desc.row_pitch; locked_rect->pBits = map_desc.data; } else if (type != D3DRTYPE_TEXTURE) { locked_rect->Pitch = 0; locked_rect->pBits = NULL; } if (hr == E_INVALIDARG) return D3DERR_INVALIDCALL; return hr; }
/***************************************************************************** * IDirect3DVertexBuffer7::Lock * * Locks the vertex buffer and returns a pointer to the vertex data * Locking vertex buffers is similar to locking surfaces, because Windows * uses surfaces to store vertex data internally (According to the DX sdk) * * Params: * Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY, * DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE. * Data: Returns a pointer to the vertex data * Size: Returns the size of the buffer if not NULL * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D) * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_Lock(IDirect3DVertexBuffer7 *iface, DWORD flags, void **data, DWORD *data_size) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); struct wined3d_resource_desc wined3d_desc; struct wined3d_resource *wined3d_resource; struct wined3d_map_desc wined3d_map_desc; HRESULT hr; DWORD wined3d_flags = 0; TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, flags, data, data_size); /* Writeonly: Pointless. Event: Unsupported by native according to the sdk * nosyslock: Not applicable */ if (!(flags & DDLOCK_WAIT)) wined3d_flags |= WINED3D_MAP_DONOTWAIT; if (flags & DDLOCK_READONLY) wined3d_flags |= WINED3D_MAP_READONLY; if (flags & DDLOCK_NOOVERWRITE) wined3d_flags |= WINED3D_MAP_NOOVERWRITE; if (flags & DDLOCK_DISCARDCONTENTS) { wined3d_flags |= WINED3D_MAP_DISCARD; if (!buffer->dynamic) { struct wined3d_buffer *new_buffer; wined3d_mutex_lock(); hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, TRUE, &new_buffer); if (SUCCEEDED(hr)) { buffer->dynamic = TRUE; wined3d_buffer_decref(buffer->wined3d_buffer); buffer->wined3d_buffer = new_buffer; } else { WARN("Failed to create a dynamic buffer\n"); } wined3d_mutex_unlock(); } } wined3d_mutex_lock(); if (data_size) { /* Get the size, for returning it, and for locking */ wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer); wined3d_resource_get_desc(wined3d_resource, &wined3d_desc); *data_size = wined3d_desc.size; } hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0, &wined3d_map_desc, NULL, wined3d_flags); *data = wined3d_map_desc.data; wined3d_mutex_unlock(); return hr; }