/* ******************************************* IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; if (Level < This->baseTexture.levels) { TRACE("(%p) Level (%d)\n", This, Level); return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc); } else { WARN("(%p) Level (%d)\n", This, Level); } return WINED3D_OK; }
static HRESULT WINAPI IDirect3DVolume9Impl_GetDesc(LPDIRECT3DVOLUME9 iface, D3DVOLUME_DESC* pDesc) { IDirect3DVolume9Impl *This = (IDirect3DVolume9Impl *)iface; WINED3DVOLUME_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.Width = &pDesc->Width; wined3ddesc.Height = &pDesc->Height; wined3ddesc.Depth = &pDesc->Depth; return IWineD3DVolume_GetDesc(This->wineD3DVolume, &wined3ddesc); }