コード例 #1
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_CreateDevice(IDirect3D8 *iface, UINT adapter,
        D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters,
        IDirect3DDevice8 **device)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    IDirect3DDevice8Impl *object;
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, focus_window %p, flags %#x, parameters %p, device %p.\n",
            iface, adapter, device_type, focus_window, flags, parameters, device);

    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
    if (!object)
    {
        ERR("Failed to allocate device memory.\n");
        return E_OUTOFMEMORY;
    }

    hr = device_init(object, This, This->WineD3D, adapter, device_type, focus_window, flags, parameters);
    if (FAILED(hr))
    {
        WARN("Failed to initialize device, hr %#x.\n", hr);
        HeapFree(GetProcessHeap(), 0, object);
        return hr;
    }

    TRACE("Created device %p.\n", object);
    *device = &object->IDirect3DDevice8_iface;

    return D3D_OK;
}
コード例 #2
0
ファイル: directx.c プロジェクト: Jactry/wine
static HRESULT WINAPI d3d8_GetAdapterIdentifier(IDirect3D8 *iface, UINT adapter,
        DWORD flags, D3DADAPTER_IDENTIFIER8 *identifier)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    struct wined3d_adapter_identifier adapter_id;
    HRESULT hr;

    TRACE("iface %p, adapter %u, flags %#x, identifier %p.\n",
            iface, adapter, flags, identifier);

    adapter_id.driver = identifier->Driver;
    adapter_id.driver_size = sizeof(identifier->Driver);
    adapter_id.description = identifier->Description;
    adapter_id.description_size = sizeof(identifier->Description);
    adapter_id.device_name = NULL; /* d3d9 only */
    adapter_id.device_name_size = 0; /* d3d9 only */

    if (SUCCEEDED(hr = wined3d_get_adapter_identifier(d3d8->wined3d, adapter, flags, &adapter_id)))
    {
        identifier->DriverVersion = adapter_id.driver_version;
        identifier->VendorId = adapter_id.vendor_id;
        identifier->DeviceId = adapter_id.device_id;
        identifier->SubSysId = adapter_id.subsystem_id;
        identifier->Revision = adapter_id.revision;
        memcpy(&identifier->DeviceIdentifier, &adapter_id.device_identifier, sizeof(identifier->DeviceIdentifier));
        identifier->WHQLLevel = adapter_id.whql_level;
    }

    return hr;
}
コード例 #3
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT  WINAPI  IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter,
        D3DDEVTYPE DeviceType, D3DCAPS8* pCaps)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hrc = D3D_OK;
    WINED3DCAPS *pWineCaps;

    TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, Adapter, DeviceType, pCaps);

    if(NULL == pCaps){
        return D3DERR_INVALIDCALL;
    }
    pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS));
    if(pWineCaps == NULL){
        return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/
    }

    wined3d_mutex_lock();
    hrc = wined3d_get_device_caps(This->WineD3D, Adapter, DeviceType, pWineCaps);
    wined3d_mutex_unlock();

    fixup_caps(pWineCaps);
    WINECAPSTOD3D8CAPS(pCaps, pWineCaps)
    HeapFree(GetProcessHeap(), 0, pWineCaps);

    TRACE("(%p) returning %p\n", This, pCaps);
    return hrc;
}
コード例 #4
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_GetAdapterIdentifier(LPDIRECT3D8 iface, UINT Adapter,
        DWORD Flags, D3DADAPTER_IDENTIFIER8 *pIdentifier)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    WINED3DADAPTER_IDENTIFIER adapter_id;
    HRESULT hr;

    TRACE("iface %p, adapter %u, flags %#x, identifier %p.\n",
            iface, Adapter, Flags, pIdentifier);

    adapter_id.driver = pIdentifier->Driver;
    adapter_id.driver_size = sizeof(pIdentifier->Driver);
    adapter_id.description = pIdentifier->Description;
    adapter_id.description_size = sizeof(pIdentifier->Description);
    adapter_id.device_name = NULL; /* d3d9 only */
    adapter_id.device_name_size = 0; /* d3d9 only */

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_identifier(This->WineD3D, Adapter, Flags, &adapter_id);
    wined3d_mutex_unlock();

    pIdentifier->DriverVersion = adapter_id.driver_version;
    pIdentifier->VendorId = adapter_id.vendor_id;
    pIdentifier->DeviceId = adapter_id.device_id;
    pIdentifier->SubSysId = adapter_id.subsystem_id;
    pIdentifier->Revision = adapter_id.revision;
    memcpy(&pIdentifier->DeviceIdentifier, &adapter_id.device_identifier, sizeof(pIdentifier->DeviceIdentifier));
    pIdentifier->WHQLLevel = adapter_id.whql_level;

    return hr;
}
コード例 #5
0
ファイル: directx.c プロジェクト: Jactry/wine
static HRESULT WINAPI d3d8_CreateDevice(IDirect3D8 *iface, UINT adapter,
        D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters,
        IDirect3DDevice8 **device)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    struct d3d8_device *object;
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, focus_window %p, flags %#x, parameters %p, device %p.\n",
            iface, adapter, device_type, focus_window, flags, parameters, device);

    if (!(object = heap_alloc_zero(sizeof(*object))))
        return E_OUTOFMEMORY;

    hr = device_init(object, d3d8, d3d8->wined3d, adapter, device_type, focus_window, flags, parameters);
    if (FAILED(hr))
    {
        WARN("Failed to initialize device, hr %#x.\n", hr);
        heap_free(object);
        return hr;
    }

    TRACE("Created device %p.\n", object);
    *device = &object->IDirect3DDevice8_iface;

    return D3D_OK;
}
コード例 #6
0
ファイル: directx.c プロジェクト: DeltaYang/wine
static HRESULT WINAPI d3d8_CheckDeviceFormat(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type,
        D3DFORMAT adapter_format, DWORD usage, D3DRESOURCETYPE resource_type, D3DFORMAT format)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    enum wined3d_resource_type wined3d_rtype;
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, adapter_format %#x, usage %#x, resource_type %#x, format %#x.\n",
            iface, adapter, device_type, adapter_format, usage, resource_type, format);

    switch (resource_type)
    {
        case D3DRTYPE_VERTEXBUFFER:
        case D3DRTYPE_INDEXBUFFER:
            wined3d_rtype = WINED3D_RTYPE_BUFFER;
            break;

        default:
            wined3d_rtype = resource_type;
            break;
    }

    wined3d_mutex_lock();
    hr = wined3d_check_device_format(d3d8->wined3d, adapter, device_type, wined3dformat_from_d3dformat(adapter_format),
            usage, wined3d_rtype, wined3dformat_from_d3dformat(format));
    wined3d_mutex_unlock();

    return hr;
}
コード例 #7
0
ファイル: directx.c プロジェクト: jcspencer/wine
static ULONG WINAPI IDirect3D8Impl_AddRef(LPDIRECT3D8 iface)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    return ref;
}
コード例 #8
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static ULONG WINAPI d3d8_AddRef(IDirect3D8 *iface)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    ULONG refcount = InterlockedIncrement(&d3d8->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    return refcount;
}
コード例 #9
0
ファイル: directx.c プロジェクト: Jactry/wine
static HRESULT WINAPI d3d8_CheckDeviceFormat(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type,
        D3DFORMAT adapter_format, DWORD usage, D3DRESOURCETYPE resource_type, D3DFORMAT format)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    enum wined3d_resource_type wined3d_rtype;
    unsigned int bind_flags;
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, adapter_format %#x, usage %#x, resource_type %#x, format %#x.\n",
            iface, adapter, device_type, adapter_format, usage, resource_type, format);

    if (!adapter_format)
    {
        WARN("Invalid adapter format.\n");
        return D3DERR_INVALIDCALL;
    }

    bind_flags = wined3d_bind_flags_from_d3d8_usage(usage);
    usage = usage & (WINED3DUSAGE_MASK | WINED3DUSAGE_QUERY_MASK);
    switch (resource_type)
    {
        case D3DRTYPE_CUBETEXTURE:
            usage |= WINED3DUSAGE_LEGACY_CUBEMAP;
        case D3DRTYPE_TEXTURE:
            bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
        case D3DRTYPE_SURFACE:
            wined3d_rtype = WINED3D_RTYPE_TEXTURE_2D;
            break;

        case D3DRTYPE_VOLUMETEXTURE:
        case D3DRTYPE_VOLUME:
            bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
            wined3d_rtype = WINED3D_RTYPE_TEXTURE_3D;
            break;

        case D3DRTYPE_VERTEXBUFFER:
        case D3DRTYPE_INDEXBUFFER:
            wined3d_rtype = WINED3D_RTYPE_BUFFER;
            break;

        default:
            FIXME("Unhandled resource type %#x.\n", resource_type);
            return WINED3DERR_INVALIDCALL;
    }

    wined3d_mutex_lock();
    hr = wined3d_check_device_format(d3d8->wined3d, adapter, device_type, wined3dformat_from_d3dformat(adapter_format),
            usage, bind_flags, wined3d_rtype, wined3dformat_from_d3dformat(format));
    wined3d_mutex_unlock();

    return hr;
}
コード例 #10
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HMONITOR WINAPI  IDirect3D8Impl_GetAdapterMonitor(LPDIRECT3D8 iface, UINT Adapter)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HMONITOR ret;

    TRACE("iface %p, adapter %u.\n", iface, Adapter);

    wined3d_mutex_lock();
    ret = wined3d_get_adapter_monitor(This->WineD3D, Adapter);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #11
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static HRESULT WINAPI d3d8_RegisterSoftwareDevice(IDirect3D8 *iface, void *init_function)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, init_function %p.\n", iface, init_function);

    wined3d_mutex_lock();
    hr = wined3d_register_software_device(d3d8->wined3d, init_function);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #12
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static UINT WINAPI d3d8_GetAdapterCount(IDirect3D8 *iface)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p.\n", iface);

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_count(d3d8->wined3d);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #13
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static HMONITOR WINAPI d3d8_GetAdapterMonitor(IDirect3D8 *iface, UINT adapter)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HMONITOR ret;

    TRACE("iface %p, adapter %u.\n", iface, adapter);

    wined3d_mutex_lock();
    ret = wined3d_get_adapter_monitor(d3d8->wined3d, adapter);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #14
0
ファイル: directx.c プロジェクト: jcspencer/wine
static UINT WINAPI IDirect3D8Impl_GetAdapterModeCount(LPDIRECT3D8 iface,UINT Adapter)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u.\n", iface, Adapter);

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_mode_count(This->WineD3D, Adapter, 0);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #15
0
ファイル: directx.c プロジェクト: jcspencer/wine
static UINT WINAPI IDirect3D8Impl_GetAdapterCount(LPDIRECT3D8 iface)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p.\n", iface);

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_count(This->WineD3D);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #16
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_RegisterSoftwareDevice(LPDIRECT3D8 iface,
        void* pInitializeFunction)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, init_function %p.\n", iface, pInitializeFunction);

    wined3d_mutex_lock();
    hr = wined3d_register_software_device(This->WineD3D, pInitializeFunction);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #17
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static UINT WINAPI d3d8_GetAdapterModeCount(IDirect3D8 *iface, UINT adapter)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u.\n", iface, adapter);

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_mode_count(d3d8->wined3d, adapter,
            WINED3DFMT_UNKNOWN, WINED3D_SCANLINE_ORDERING_UNKNOWN);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #18
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static HRESULT WINAPI d3d8_CheckDeviceType(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type,
        D3DFORMAT display_format, D3DFORMAT backbuffer_format, BOOL windowed)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, display_format %#x, backbuffer_format %#x, windowed %#x.\n",
            iface, adapter, device_type, display_format, backbuffer_format, windowed);

    wined3d_mutex_lock();
    hr = wined3d_check_device_type(d3d8->wined3d, adapter, device_type, wined3dformat_from_d3dformat(display_format),
            wined3dformat_from_d3dformat(backbuffer_format), windowed);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #19
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_CheckDeviceType(LPDIRECT3D8 iface, UINT Adapter,
        D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL Windowed)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, display_format %#x, backbuffer_format %#x, windowed %#x.\n",
            iface, Adapter, CheckType, DisplayFormat, BackBufferFormat, Windowed);

    wined3d_mutex_lock();
    hr = wined3d_check_device_type(This->WineD3D, Adapter, CheckType, wined3dformat_from_d3dformat(DisplayFormat),
            wined3dformat_from_d3dformat(BackBufferFormat), Windowed);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #20
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_EnumAdapterModes(LPDIRECT3D8 iface, UINT Adapter, UINT Mode,
        D3DDISPLAYMODE* pMode)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, mode_idx %u, mode %p.\n",
            iface, Adapter, Mode, pMode);

    wined3d_mutex_lock();
    hr = wined3d_enum_adapter_modes(This->WineD3D, Adapter, WINED3DFMT_UNKNOWN, Mode, (WINED3DDISPLAYMODE *)pMode);
    wined3d_mutex_unlock();

    if (SUCCEEDED(hr)) pMode->Format = d3dformat_from_wined3dformat(pMode->Format);

    return hr;
}
コード例 #21
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_GetAdapterDisplayMode(LPDIRECT3D8 iface, UINT Adapter,
        D3DDISPLAYMODE* pMode)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, mode %p.\n",
            iface, Adapter, pMode);

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_display_mode(This->WineD3D, Adapter, (WINED3DDISPLAYMODE *)pMode);
    wined3d_mutex_unlock();

    if (SUCCEEDED(hr)) pMode->Format = d3dformat_from_wined3dformat(pMode->Format);

    return hr;
}
コード例 #22
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static HRESULT WINAPI d3d8_CheckDepthStencilMatch(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type,
        D3DFORMAT adapter_format, D3DFORMAT rt_format, D3DFORMAT ds_format)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, adapter_format %#x, rt_format %#x, ds_format %#x.\n",
            iface, adapter, device_type, adapter_format, rt_format, ds_format);

    wined3d_mutex_lock();
    hr = wined3d_check_depth_stencil_match(d3d8->wined3d, adapter, device_type,
            wined3dformat_from_d3dformat(adapter_format), wined3dformat_from_d3dformat(rt_format),
            wined3dformat_from_d3dformat(ds_format));
    wined3d_mutex_unlock();

    return hr;
}
コード例 #23
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static HRESULT WINAPI d3d8_CheckDeviceMultiSampleType(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type,
        D3DFORMAT format, BOOL windowed, D3DMULTISAMPLE_TYPE multisample_type)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, format %#x, windowed %#x, multisample_type %#x.\n",
            iface, adapter, device_type, format, windowed, multisample_type);

    wined3d_mutex_lock();
    hr = wined3d_check_device_multisample_type(d3d8->wined3d, adapter, device_type,
            wined3dformat_from_d3dformat(format), windowed,
            (enum wined3d_multisample_type)multisample_type, NULL);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #24
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(IDirect3D8 *iface, UINT Adapter,
        D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed,
        D3DMULTISAMPLE_TYPE MultiSampleType)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, format %#x, windowed %#x, multisample_type %#x.\n",
            iface, Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType);

    wined3d_mutex_lock();
    hr = wined3d_check_device_multisample_type(This->WineD3D, Adapter, DeviceType,
            wined3dformat_from_d3dformat(SurfaceFormat), Windowed, (WINED3DMULTISAMPLE_TYPE)MultiSampleType, NULL);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #25
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_QueryInterface(LPDIRECT3D8 iface, REFIID riid,LPVOID *ppobj)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);

    TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), ppobj);

    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IDirect3D8)) {
        IUnknown_AddRef(iface);
        *ppobj = This;
        return S_OK;
    }

    WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid),ppobj);
    *ppobj = NULL;
    return E_NOINTERFACE;
}
コード例 #26
0
ファイル: directx.c プロジェクト: ElvisTulip/vbox
static ULONG WINAPI d3d8_Release(IDirect3D8 *iface)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    ULONG refcount = InterlockedDecrement(&d3d8->refcount);

    TRACE("%p decreasing refcount to %u.\n", iface, refcount);

    if (!refcount)
    {
        wined3d_mutex_lock();
        wined3d_decref(d3d8->wined3d);
        wined3d_mutex_unlock();

        HeapFree(GetProcessHeap(), 0, d3d8);
    }

    return refcount;
}
コード例 #27
0
ファイル: directx.c プロジェクト: jcspencer/wine
static HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(IDirect3D8 *iface, UINT Adapter,
        D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat,
        D3DFORMAT DepthStencilFormat)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, adapter_format %#x, rt_format %#x, ds_format %#x.\n",
            iface, Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);

    wined3d_mutex_lock();
    hr = wined3d_check_depth_stencil_match(This->WineD3D, Adapter, DeviceType,
            wined3dformat_from_d3dformat(AdapterFormat), wined3dformat_from_d3dformat(RenderTargetFormat),
            wined3dformat_from_d3dformat(DepthStencilFormat));
    wined3d_mutex_unlock();

    return hr;
}
コード例 #28
0
ファイル: directx.c プロジェクト: Jactry/wine
static HRESULT WINAPI d3d8_GetDeviceCaps(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type, D3DCAPS8 *caps)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    struct wined3d_caps wined3d_caps;
    HRESULT hr;

    TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, adapter, device_type, caps);

    if (!caps)
        return D3DERR_INVALIDCALL;

    wined3d_mutex_lock();
    hr = wined3d_get_device_caps(d3d8->wined3d, adapter, device_type, &wined3d_caps);
    wined3d_mutex_unlock();

    d3dcaps_from_wined3dcaps(caps, &wined3d_caps);

    return hr;
}
コード例 #29
0
ファイル: directx.c プロジェクト: jcspencer/wine
static ULONG WINAPI IDirect3D8Impl_Release(LPDIRECT3D8 iface)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    ULONG ref = InterlockedDecrement(&This->ref);

    TRACE("%p decreasing refcount to %u.\n", iface, ref);

    if (ref == 0) {
        TRACE("Releasing wined3d %p\n", This->WineD3D);

        wined3d_mutex_lock();
        wined3d_decref(This->WineD3D);
        wined3d_mutex_unlock();

        HeapFree(GetProcessHeap(), 0, This);
    }

    return ref;
}
コード例 #30
0
ファイル: directx.c プロジェクト: Jactry/wine
static HMONITOR WINAPI d3d8_GetAdapterMonitor(IDirect3D8 *iface, UINT adapter)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    struct wined3d_output_desc desc;
    HRESULT hr;

    TRACE("iface %p, adapter %u.\n", iface, adapter);

    wined3d_mutex_lock();
    hr = wined3d_get_output_desc(d3d8->wined3d, adapter, &desc);
    wined3d_mutex_unlock();

    if (FAILED(hr))
    {
        WARN("Failed to get output desc, hr %#x.\n", hr);
        return NULL;
    }

    return desc.monitor;
}