コード例 #1
0
ファイル: swapchain.c プロジェクト: AlexSteel/wine
void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
{
    UINT i;

    wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);

    for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
    {
        wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource);
    }
}
コード例 #2
0
ファイル: texture.c プロジェクト: alexwgo/wine
static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
        UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, struct wined3d_device *device,
        void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
{
    const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, desc->format);
    HRESULT hr;

    TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
            "multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
            "device %p, parent %p, parent_ops %p, resource_ops %p.\n",
            texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
            debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
            debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
            device, parent, parent_ops, resource_ops);

    if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY)) == WINED3DFMT_FLAG_BLOCKS)
    {
        UINT width_mask = format->block_width - 1;
        UINT height_mask = format->block_height - 1;
        if (desc->width & width_mask || desc->height & height_mask)
            return WINED3DERR_INVALIDCALL;
    }

    if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
            desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
            desc->width, desc->height, desc->depth, 0, parent, parent_ops, resource_ops)))
    {
        static unsigned int once;

        if ((desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 || desc->format == WINED3DFMT_DXT3
                || desc->format == WINED3DFMT_DXT4 || desc->format == WINED3DFMT_DXT5)
                && !(format->flags & WINED3DFMT_FLAG_TEXTURE) && !once++)
            ERR_(winediag)("The application tried to create a DXTn texture, but the driver does not support them.\n");

        WARN("Failed to initialize resource, returning %#x\n", hr);
        return hr;
    }
    wined3d_resource_update_draw_binding(&texture->resource);

    texture->texture_ops = texture_ops;
    texture->sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
            level_count * layer_count * sizeof(*texture->sub_resources));
    if (!texture->sub_resources)
    {
        ERR("Failed to allocate sub-resource array.\n");
        resource_cleanup(&texture->resource);
        return E_OUTOFMEMORY;
    }

    texture->layer_count = layer_count;
    texture->level_count = level_count;
    texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
    texture->lod = 0;
    texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT;

    if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
    {
        texture->min_mip_lookup = minMipLookup;
        texture->mag_lookup = magLookup;
    }
    else
    {
        texture->min_mip_lookup = minMipLookup_noFilter;
        texture->mag_lookup = magLookup_noFilter;
    }

    return WINED3D_OK;
}
コード例 #3
0
ファイル: texture.c プロジェクト: alexwgo/wine
void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain)
{
    texture->swapchain = swapchain;
    wined3d_resource_update_draw_binding(&texture->resource);
}