예제 #1
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(IDirect3DVolumeTexture8 *iface,
        UINT level, D3DVOLUME_DESC *desc)
{
    IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(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->Width = wined3d_desc.width;
        desc->Height = wined3d_desc.height;
        desc->Depth = wined3d_desc.depth;
    }
    wined3d_mutex_unlock();

    return hr;
}
예제 #2
0
파일: texture.c 프로젝트: Fredz66/wine
static void WINAPI d3d8_texture_3d_PreLoad(IDirect3DVolumeTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_preload(texture->wined3d_texture);
    wined3d_mutex_unlock();
}
예제 #3
0
static void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_preload(This->wined3d_texture);
    wined3d_mutex_unlock();
}
예제 #4
0
/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
static DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(IDirect3DVolumeTexture8 *iface, DWORD LODNew)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #5
0
static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #6
0
파일: texture.c 프로젝트: Fredz66/wine
static HRESULT WINAPI d3d8_texture_3d_AddDirtyBox(IDirect3DVolumeTexture8 *iface, const D3DBOX *dirty_box)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, (const struct wined3d_box *)dirty_box);
    wined3d_mutex_unlock();

    return hr;
}
예제 #7
0
파일: texture.c 프로젝트: Fredz66/wine
static HRESULT WINAPI d3d8_texture_3d_GetDevice(IDirect3DVolumeTexture8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #8
0
static D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    D3DRESOURCETYPE type;

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

    wined3d_mutex_lock();
    type = wined3d_texture_get_type(This->wined3d_texture);
    wined3d_mutex_unlock();

    return type;
}
예제 #9
0
파일: texture.c 프로젝트: Fredz66/wine
static DWORD WINAPI d3d8_texture_3d_GetLevelCount(IDirect3DVolumeTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #10
0
파일: volumetexture.c 프로젝트: dvdhoo/wine
static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    DWORD ret;

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

    wined3d_mutex_lock();
    ret = IWineD3DBaseTexture_GetLOD(This->wined3d_texture);
    wined3d_mutex_unlock();

    return ret;
}
예제 #11
0
파일: texture.c 프로젝트: Fredz66/wine
static DWORD WINAPI d3d8_texture_3d_SetLOD(IDirect3DVolumeTexture8 *iface, DWORD lod)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #12
0
파일: texture.c 프로젝트: Fredz66/wine
static DWORD WINAPI d3d8_texture_3d_SetPriority(IDirect3DVolumeTexture8 *iface, DWORD priority)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #13
0
/* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(IDirect3DVolumeTexture8 *iface,
        IDirect3DDevice8 **device)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);

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

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

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

    return D3D_OK;
}
예제 #14
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(IDirect3DVolumeTexture8 *iface,
        REFGUID refguid)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = wined3d_texture_free_private_data(This->wined3d_texture, refguid);
    wined3d_mutex_unlock();

    return hr;
}
예제 #15
0
파일: volumetexture.c 프로젝트: dvdhoo/wine
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(IDirect3DVolumeTexture8 *iface,
        const D3DBOX *dirty_box)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = IWineD3DBaseTexture_AddDirtyRegion(This->wined3d_texture, 0, (const WINED3DBOX *)dirty_box);
    wined3d_mutex_unlock();

    return hr;
}
예제 #16
0
static DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(IDirect3DVolumeTexture8 *iface,
        DWORD PriorityNew)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #17
0
파일: texture.c 프로젝트: Fredz66/wine
static HRESULT WINAPI d3d8_texture_3d_FreePrivateData(IDirect3DVolumeTexture8 *iface, REFGUID guid)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #18
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(IDirect3DVolumeTexture8 *iface,
        REFGUID refguid, void *pData, DWORD *pSizeOfData)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = wined3d_texture_get_private_data(This->wined3d_texture, refguid, pData, pSizeOfData);
    wined3d_mutex_unlock();

    return hr;
}
예제 #19
0
파일: volumetexture.c 프로젝트: dvdhoo/wine
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_SetPrivateData(IDirect3DVolumeTexture8 *iface,
        REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    HRESULT hr;

    TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n",
            iface, debugstr_guid(refguid), pData, SizeOfData, Flags);

    wined3d_mutex_lock();
    hr = IWineD3DBaseTexture_SetPrivateData(This->wined3d_texture, refguid, pData, SizeOfData, Flags);
    wined3d_mutex_unlock();

    return hr;
}
예제 #20
0
파일: texture.c 프로젝트: Fredz66/wine
static ULONG WINAPI d3d8_texture_3d_AddRef(IDirect3DVolumeTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #21
0
static ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #22
0
파일: texture.c 프로젝트: Fredz66/wine
static HRESULT WINAPI d3d8_texture_3d_GetPrivateData(IDirect3DVolumeTexture8 *iface,
        REFGUID guid, void *data, DWORD *data_size)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #23
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(IDirect3DVolumeTexture8 *iface,
        UINT level)
{
    IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(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 = IDirect3DVolume8_UnlockBox((IDirect3DVolume8 *)wined3d_resource_get_parent(sub_resource));
    wined3d_mutex_unlock();

    return hr;
}
예제 #24
0
static ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #25
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(IDirect3DVolumeTexture8 *iface,
        UINT level, D3DLOCKED_BOX *locked_box, const D3DBOX *box, DWORD flags)
{
    IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface);
    struct wined3d_resource *sub_resource;
    HRESULT hr;

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

    wined3d_mutex_lock();
    if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level)))
        hr = D3DERR_INVALIDCALL;
    else
        hr = IDirect3DVolume8_LockBox((IDirect3DVolume8 *)wined3d_resource_get_parent(sub_resource),
                locked_box, box, flags);
    wined3d_mutex_unlock();

    return hr;
}
예제 #26
0
파일: texture.c 프로젝트: Fredz66/wine
static ULONG WINAPI d3d8_texture_3d_Release(IDirect3DVolumeTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(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;
}
예제 #27
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(IDirect3DVolumeTexture8 *iface,
        REFIID riid, void **ppobj)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(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_IDirect3DVolumeTexture8)) {
        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;
}
예제 #28
0
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetVolumeLevel(IDirect3DVolumeTexture8 *iface,
        UINT level, IDirect3DVolume8 **volume)
{
    IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface);
    struct wined3d_resource *sub_resource;

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

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

    *volume = wined3d_resource_get_parent(sub_resource);
    IDirect3DVolume8_AddRef(*volume);
    wined3d_mutex_unlock();

    return D3D_OK;
}
예제 #29
0
파일: texture.c 프로젝트: Fredz66/wine
static HRESULT WINAPI d3d8_texture_3d_UnlockBox(IDirect3DVolumeTexture8 *iface, UINT level)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
    struct wined3d_resource *sub_resource;
    struct d3d8_volume *volume_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
    {
        volume_impl = wined3d_resource_get_parent(sub_resource);
        hr = IDirect3DVolume8_UnlockBox(&volume_impl->IDirect3DVolume8_iface);
    }
    wined3d_mutex_unlock();

    return hr;
}