コード例 #1
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_AddDirtyRect(IDirect3DTexture8 *iface, const RECT *dirty_rect)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    if (!dirty_rect)
        hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, NULL);
    else
    {
        struct wined3d_box dirty_region;

        dirty_region.left = dirty_rect->left;
        dirty_region.top = dirty_rect->top;
        dirty_region.right = dirty_rect->right;
        dirty_region.bottom = dirty_rect->bottom;
        dirty_region.front = 0;
        dirty_region.back = 1;
        hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, &dirty_region);
    }
    wined3d_mutex_unlock();

    return hr;
}
コード例 #2
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_AddDirtyRect(IDirect3DTexture8 *iface, const RECT *dirty_rect)
{
    IDirect3DTexture8Impl *texture = impl_from_IDirect3DTexture8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    if (!dirty_rect)
        hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, NULL);
    else
    {
        WINED3DBOX dirty_region;

        dirty_region.Left = dirty_rect->left;
        dirty_region.Top = dirty_rect->top;
        dirty_region.Right = dirty_rect->right;
        dirty_region.Bottom = dirty_rect->bottom;
        dirty_region.Front = 0;
        dirty_region.Back = 1;
        hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, &dirty_region);
    }
    wined3d_mutex_unlock();

    return hr;
}
コード例 #3
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_GetLevelDesc(IDirect3DTexture8 *iface, UINT level, D3DSURFACE_DESC *desc)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *sub_resource;
    HRESULT hr = D3D_OK;

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

    wined3d_mutex_lock();
    if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level)))
        hr = D3DERR_INVALIDCALL;
    else
    {
        struct wined3d_resource_desc wined3d_desc;

        wined3d_resource_get_desc(sub_resource, &wined3d_desc);
        desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
        desc->Type = wined3d_desc.resource_type;
        desc->Usage = wined3d_desc.usage & WINED3DUSAGE_MASK;
        desc->Pool = wined3d_desc.pool;
        desc->Size = wined3d_desc.size;
        desc->MultiSampleType = wined3d_desc.multisample_type;
        desc->Width = wined3d_desc.width;
        desc->Height = wined3d_desc.height;
    }
    wined3d_mutex_unlock();

    return hr;
}
コード例 #4
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static void WINAPI IDirect3DTexture8Impl_PreLoad(IDirect3DTexture8 *iface)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_preload(This->wined3d_texture);
    wined3d_mutex_unlock();
}
コード例 #5
0
ファイル: texture.c プロジェクト: Fredz66/wine
static void WINAPI d3d8_texture_2d_PreLoad(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_preload(texture->wined3d_texture);
    wined3d_mutex_unlock();
}
コード例 #6
0
ファイル: texture.c プロジェクト: Fredz66/wine
static DWORD WINAPI d3d8_texture_2d_GetLevelCount(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = wined3d_texture_get_level_count(texture->wined3d_texture);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #7
0
ファイル: texture.c プロジェクト: Fredz66/wine
static DWORD WINAPI d3d8_texture_2d_SetLOD(IDirect3DTexture8 *iface, DWORD lod)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = wined3d_texture_set_lod(texture->wined3d_texture, lod);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #8
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_GetDevice(IDirect3DTexture8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);

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

    *device = texture->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #9
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static DWORD WINAPI IDirect3DTexture8Impl_GetLevelCount(IDirect3DTexture8 *iface)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = wined3d_texture_get_level_count(This->wined3d_texture);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #10
0
ファイル: texture.c プロジェクト: Sunmonds/wine
/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
static DWORD WINAPI IDirect3DTexture8Impl_SetLOD(IDirect3DTexture8 *iface, DWORD LODNew)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = wined3d_texture_set_lod(This->wined3d_texture, LODNew);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #11
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static DWORD WINAPI IDirect3DTexture8Impl_SetPriority(IDirect3DTexture8 *iface, DWORD PriorityNew)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = wined3d_texture_set_priority(This->wined3d_texture, PriorityNew);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #12
0
ファイル: texture.c プロジェクト: Fredz66/wine
static DWORD WINAPI d3d8_texture_2d_SetPriority(IDirect3DTexture8 *iface, DWORD priority)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = wined3d_texture_set_priority(texture->wined3d_texture, priority);
    wined3d_mutex_unlock();

    return ret;
}
コード例 #13
0
ファイル: texture.c プロジェクト: Sunmonds/wine
/* IDirect3DTexture8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DTexture8Impl_GetDevice(IDirect3DTexture8 *iface,
        IDirect3DDevice8 **device)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);

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

    *device = This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #14
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_FreePrivateData(IDirect3DTexture8 *iface, REFGUID guid)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *resource;
    HRESULT hr;

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

    wined3d_mutex_lock();
    resource = wined3d_texture_get_resource(texture->wined3d_texture);
    hr = wined3d_resource_free_private_data(resource, guid);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #15
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_FreePrivateData(IDirect3DTexture8 *iface,
        REFGUID refguid)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *resource;
    HRESULT hr;

    TRACE("iface %p, guid %s.\n", iface, debugstr_guid(refguid));

    wined3d_mutex_lock();
    resource = wined3d_texture_get_resource(This->wined3d_texture);
    hr = wined3d_resource_free_private_data(resource, refguid);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #16
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static ULONG WINAPI IDirect3DTexture8Impl_AddRef(IDirect3DTexture8 *iface)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

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

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        wined3d_texture_incref(This->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #17
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_UnlockRect(IDirect3DTexture8 *iface, UINT level)
{
    IDirect3DTexture8Impl *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *sub_resource;
    HRESULT hr;

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

    wined3d_mutex_lock();
    if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level)))
        hr = D3DERR_INVALIDCALL;
    else
        hr = IDirect3DSurface8_UnlockRect((IDirect3DSurface8 *)wined3d_resource_get_parent(sub_resource));
    wined3d_mutex_unlock();

    return hr;
}
コード例 #18
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_GetPrivateData(IDirect3DTexture8 *iface,
        REFGUID guid, void *data, DWORD *data_size)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *resource;
    HRESULT hr;

    TRACE("iface %p, guid %s, data %p, data_size %p.\n",
            iface, debugstr_guid(guid), data, data_size);

    wined3d_mutex_lock();
    resource = wined3d_texture_get_resource(texture->wined3d_texture);
    hr = wined3d_resource_get_private_data(resource, guid, data, data_size);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #19
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_GetPrivateData(IDirect3DTexture8 *iface,
        REFGUID refguid, void *pData, DWORD *pSizeOfData)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *resource;
    HRESULT hr;

    TRACE("iface %p, guid %s, data %p, data_size %p.\n",
            iface, debugstr_guid(refguid), pData, pSizeOfData);

    wined3d_mutex_lock();
    resource = wined3d_texture_get_resource(This->wined3d_texture);
    hr = wined3d_resource_get_private_data(resource, refguid, pData, pSizeOfData);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #20
0
ファイル: texture.c プロジェクト: Fredz66/wine
static ULONG WINAPI d3d8_texture_2d_AddRef(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedIncrement(&texture->refcount);

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

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #21
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static ULONG WINAPI IDirect3DTexture8Impl_Release(IDirect3DTexture8 *iface)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedDecrement(&This->ref);

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

    if (ref == 0) {
        IDirect3DDevice8 *parentDevice = This->parentDevice;

        wined3d_mutex_lock();
        wined3d_texture_decref(This->wined3d_texture);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        IDirect3DDevice8_Release(parentDevice);
    }
    return ref;
}
コード例 #22
0
ファイル: texture.c プロジェクト: Fredz66/wine
static ULONG WINAPI d3d8_texture_2d_Release(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedDecrement(&texture->refcount);

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

    if (!ref)
    {
        IDirect3DDevice8 *parent_device = texture->parent_device;

        wined3d_mutex_lock();
        wined3d_texture_decref(texture->wined3d_texture);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        IDirect3DDevice8_Release(parent_device);
    }
    return ref;
}
コード例 #23
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_LockRect(IDirect3DTexture8 *iface, UINT level,
        D3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
{
    IDirect3DTexture8Impl *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *sub_resource;
    HRESULT hr;

    TRACE("iface %p, level %u, locked_rect %p, rect %p, flags %#x.\n",
            iface, level, locked_rect, rect, flags);

    wined3d_mutex_lock();
    if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level)))
        hr = D3DERR_INVALIDCALL;
    else
        hr = IDirect3DSurface8_LockRect((IDirect3DSurface8 *)wined3d_resource_get_parent(sub_resource),
                locked_rect, rect, flags);
    wined3d_mutex_unlock();

    return hr;
}
コード例 #24
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_QueryInterface(IDirect3DTexture8 *iface, REFIID riid,
        void **ppobj)
{
    IDirect3DTexture8Impl *This = impl_from_IDirect3DTexture8(iface);

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

    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IDirect3DResource8)
        || IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
        || IsEqualGUID(riid, &IID_IDirect3DTexture8)) {
        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 #25
0
ファイル: texture.c プロジェクト: Sunmonds/wine
static HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(IDirect3DTexture8 *iface,
        UINT level, IDirect3DSurface8 **surface)
{
    IDirect3DTexture8Impl *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *sub_resource;

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

    wined3d_mutex_lock();
    if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level)))
    {
        wined3d_mutex_unlock();
        return D3DERR_INVALIDCALL;
    }

    *surface = wined3d_resource_get_parent(sub_resource);
    IDirect3DSurface8_AddRef(*surface);
    wined3d_mutex_unlock();

    return D3D_OK;
}
コード例 #26
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_UnlockRect(IDirect3DTexture8 *iface, UINT level)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    struct wined3d_resource *sub_resource;
    struct d3d8_surface *surface_impl;
    HRESULT hr;

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

    wined3d_mutex_lock();
    if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level)))
        hr = D3DERR_INVALIDCALL;
    else
    {
        surface_impl = wined3d_resource_get_parent(sub_resource);
        hr = IDirect3DSurface8_UnlockRect(&surface_impl->IDirect3DSurface8_iface);
    }
    wined3d_mutex_unlock();

    return hr;
}
コード例 #27
0
ファイル: texture.c プロジェクト: abl/wine
static ULONG WINAPI d3d8_texture_2d_Release(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedDecrement(&texture->resource.refcount);

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

    if (!ref)
    {
        IDirect3DDevice8 *parent_device = texture->parent_device;
        struct d3d8_surface *surface;

        wined3d_mutex_lock();
        LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
        {
            wined3d_rendertarget_view_decref(surface->wined3d_rtv);
        }
        wined3d_texture_decref(texture->wined3d_texture);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        IDirect3DDevice8_Release(parent_device);
    }
コード例 #28
0
ファイル: texture.c プロジェクト: abl/wine
static ULONG WINAPI d3d8_texture_2d_AddRef(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedIncrement(&texture->resource.refcount);

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

    if (ref == 1)
    {
        struct d3d8_surface *surface;

        IDirect3DDevice8_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
        {
            wined3d_rendertarget_view_incref(surface->wined3d_rtv);
        }
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}