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); 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_buffer_map(buffer->wined3d_buffer, 0, 0, (BYTE **)data, wined3d_map_flags_from_d3d11_map_type(map_type)); 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; }