Esempio n. 1
0
/* IDirect3DCubeTexture9 Interface follow: */
static HRESULT WINAPI IDirect3DCubeTexture9Impl_GetLevelDesc(LPDIRECT3DCUBETEXTURE9 iface, UINT Level, D3DSURFACE_DESC* pDesc) {
    IDirect3DCubeTexture9Impl *This = (IDirect3DCubeTexture9Impl *)iface;
    WINED3DSURFACE_DESC wined3ddesc;
    HRESULT hr;

    TRACE("iface %p, level %u, desc %p.\n", iface, Level, pDesc);

    wined3d_mutex_lock();
    hr = IWineD3DCubeTexture_GetLevelDesc(This->wineD3DCubeTexture, Level, &wined3ddesc);
    wined3d_mutex_unlock();

    if (SUCCEEDED(hr))
    {
        pDesc->Format = d3dformat_from_wined3dformat(wined3ddesc.format);
        pDesc->Type = wined3ddesc.resource_type;
        pDesc->Usage = wined3ddesc.usage;
        pDesc->Pool = wined3ddesc.pool;
        pDesc->MultiSampleType = wined3ddesc.multisample_type;
        pDesc->MultiSampleQuality = wined3ddesc.multisample_quality;
        pDesc->Width = wined3ddesc.width;
        pDesc->Height = wined3ddesc.height;
    }

    return hr;
}
Esempio n. 2
0
/* IDirect3DCubeTexture9 Interface follow: */
static HRESULT WINAPI IDirect3DCubeTexture9Impl_GetLevelDesc(LPDIRECT3DCUBETEXTURE9 iface, UINT Level, D3DSURFACE_DESC* pDesc) {
    IDirect3DCubeTexture9Impl *This = (IDirect3DCubeTexture9Impl *)iface;
    WINED3DSURFACE_DESC    wined3ddesc;
    UINT                   tmpInt = -1;

    TRACE("(%p) Relay\n", This);

    /* As d3d8 and d3d9 structures differ, pass in ptrs to where data needs to go */
    wined3ddesc.Format              = (WINED3DFORMAT *)&pDesc->Format;
    wined3ddesc.Type                = (WINED3DRESOURCETYPE *) &pDesc->Type;
    wined3ddesc.Usage               = &pDesc->Usage;
    wined3ddesc.Pool                = (WINED3DPOOL *) &pDesc->Pool;
    wined3ddesc.Size                = &tmpInt;
    wined3ddesc.MultiSampleType     = (WINED3DMULTISAMPLE_TYPE *) &pDesc->MultiSampleType;
    wined3ddesc.MultiSampleQuality  = &pDesc->MultiSampleQuality;
    wined3ddesc.Width               = &pDesc->Width;
    wined3ddesc.Height              = &pDesc->Height;

    return IWineD3DCubeTexture_GetLevelDesc(This->wineD3DCubeTexture, Level, &wined3ddesc);
}