예제 #1
0
파일: volume.c 프로젝트: DeltaYang/wine
void volume_init(struct d3d9_volume *volume, struct wined3d_volume *wined3d_volume,
        const struct wined3d_parent_ops **parent_ops)
{
    volume->IDirect3DVolume9_iface.lpVtbl = &d3d9_volume_vtbl;
    d3d9_resource_init(&volume->resource);
    wined3d_volume_incref(wined3d_volume);
    volume->wined3d_volume = wined3d_volume;

    *parent_ops = &d3d9_volume_wined3d_parent_ops;
}
예제 #2
0
파일: volume.c 프로젝트: hoangduit/reactos
void volume_init(struct d3d9_volume *volume, struct d3d9_texture *texture,
        struct wined3d_volume *wined3d_volume, const struct wined3d_parent_ops **parent_ops)
{
    volume->IDirect3DVolume9_iface.lpVtbl = &d3d9_volume_vtbl;
    d3d9_resource_init(&volume->resource);
    volume->resource.refcount = 0;
    volume->wined3d_volume = wined3d_volume;
    volume->texture = texture;

    *parent_ops = &d3d9_volume_wined3d_parent_ops;
}
예제 #3
0
파일: surface.c 프로젝트: Strongc/reactos
void surface_init(struct d3d9_surface *surface, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx,
        struct wined3d_surface *wined3d_surface, const struct wined3d_parent_ops **parent_ops)
{
    struct wined3d_resource_desc desc;
    IDirect3DBaseTexture9 *texture;

    surface->IDirect3DSurface9_iface.lpVtbl = &d3d9_surface_vtbl;
    d3d9_resource_init(&surface->resource);
    surface->resource.refcount = 0;
    surface->wined3d_surface = wined3d_surface;
    list_init(&surface->rtv_entry);
    surface->container = wined3d_texture_get_parent(wined3d_texture);
    surface->wined3d_texture = wined3d_texture;
    surface->sub_resource_idx = sub_resource_idx;

    if (surface->container && SUCCEEDED(IUnknown_QueryInterface(surface->container,
            &IID_IDirect3DBaseTexture9, (void **)&texture)))
    {
        surface->texture = unsafe_impl_from_IDirect3DBaseTexture9(texture);
        IDirect3DBaseTexture9_Release(texture);
    }

    wined3d_resource_get_desc(wined3d_texture_get_resource(wined3d_texture), &desc);
    switch (d3dformat_from_wined3dformat(desc.format))
    {
        case D3DFMT_A8R8G8B8:
        case D3DFMT_X8R8G8B8:
        case D3DFMT_R5G6B5:
        case D3DFMT_X1R5G5B5:
        case D3DFMT_A1R5G5B5:
        case D3DFMT_R8G8B8:
            surface->getdc_supported = TRUE;
            break;

        default:
            surface->getdc_supported = FALSE;
            break;
    }

    *parent_ops = &d3d9_surface_wined3d_parent_ops;
}
예제 #4
0
파일: texture.c 프로젝트: Eltechs/wine
HRESULT cubetexture_init(struct d3d9_texture *texture, struct d3d9_device *device,
        UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    struct wined3d_resource_desc desc;
    DWORD surface_flags = 0;
    HRESULT hr;

    texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_cube_vtbl;
    d3d9_resource_init(&texture->resource);

    desc.resource_type = WINED3D_RTYPE_CUBE_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.usage |= WINED3DUSAGE_TEXTURE;
    desc.pool = pool;
    desc.width = edge_length;
    desc.height = edge_length;
    desc.depth = 1;
    desc.size = 0;

    if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
        surface_flags |= WINED3D_SURFACE_MAPPABLE;

    wined3d_mutex_lock();
    hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
            texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d cube texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(texture->parent_device);

    return D3D_OK;
}
예제 #5
0
파일: texture.c 프로젝트: Eltechs/wine
HRESULT volumetexture_init(struct d3d9_texture *texture, struct d3d9_device *device,
        UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    struct wined3d_resource_desc desc;
    HRESULT hr;

    texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_3d_vtbl;
    d3d9_resource_init(&texture->resource);

    desc.resource_type = WINED3D_RTYPE_VOLUME_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.usage |= WINED3DUSAGE_TEXTURE;
    desc.pool = pool;
    desc.width = width;
    desc.height = height;
    desc.depth = depth;
    desc.size = 0;

    wined3d_mutex_lock();
    hr = wined3d_texture_create(device->wined3d_device, &desc, levels, 0,
            texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(texture->parent_device);

    return D3D_OK;
}
예제 #6
0
파일: buffer.c 프로젝트: wine-mirror/wine
HRESULT indexbuffer_init(struct d3d9_indexbuffer *buffer, struct d3d9_device *device,
        UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d9_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
        return D3DERR_INVALIDCALL;

    if (pool == D3DPOOL_MANAGED && device->d3d_parent->extended)
    {
        WARN("Managed resources are not supported by d3d9ex devices.\n");
        return D3DERR_INVALIDCALL;
    }

    /* In d3d9, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    desc.byte_width = size;
    desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
    /* Buffers are always readable. */
    if (pool != D3DPOOL_DEFAULT)
        desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        parent_ops = &d3d9_indexbuffer_wined3d_parent_ops;
    }

    buffer->IDirect3DIndexBuffer9_iface.lpVtbl = &d3d9_indexbuffer_vtbl;
    buffer->format = wined3dformat_from_d3dformat(format);
    buffer->usage = usage;
    d3d9_resource_init(&buffer->resource);

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d9_indexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(buffer->parent_device);

    return D3D_OK;
}