예제 #1
0
파일: texture.c 프로젝트: Eltechs/wine
static HRESULT WINAPI d3d9_texture_3d_FreePrivateData(IDirect3DVolumeTexture9 *iface, REFGUID guid)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);
    TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid));

    return d3d9_resource_free_private_data(&texture->resource, guid);
}
예제 #2
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetLevelDesc(IDirect3DVolumeTexture9 *iface,
        UINT level, D3DVOLUME_DESC *desc)
{
    IDirect3DVolumeTexture9Impl *texture = impl_from_IDirect3DVolumeTexture9(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;
        desc->Pool = wined3d_desc.pool;
        desc->Width = wined3d_desc.width;
        desc->Height = wined3d_desc.height;
        desc->Depth = wined3d_desc.depth;
    }
    wined3d_mutex_unlock();

    return hr;
}
예제 #3
0
파일: texture.c 프로젝트: Eltechs/wine
static HRESULT WINAPI d3d9_texture_3d_GetPrivateData(IDirect3DVolumeTexture9 *iface,
        REFGUID guid, void *data, DWORD *data_size)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);
    TRACE("iface %p, guid %s, data %p, data_size %p.\n",
            iface, debugstr_guid(guid), data, data_size);

    return d3d9_resource_get_private_data(&texture->resource, guid, data, data_size);
}
예제 #4
0
static void WINAPI IDirect3DVolumeTexture9Impl_PreLoad(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_preload(This->wined3d_texture);
    wined3d_mutex_unlock();
}
예제 #5
0
static void WINAPI IDirect3DVolumeTexture9Impl_GenerateMipSubLevels(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_generate_mipmaps(This->wined3d_texture);
    wined3d_mutex_unlock();
}
예제 #6
0
파일: texture.c 프로젝트: Barrell/wine
static void WINAPI d3d9_texture_3d_GenerateMipSubLevels(IDirect3DVolumeTexture9 *iface)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_generate_mipmaps(texture->wined3d_texture);
    wined3d_mutex_unlock();
}
예제 #7
0
파일: texture.c 프로젝트: Barrell/wine
static void WINAPI d3d9_texture_3d_PreLoad(IDirect3DVolumeTexture9 *iface)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);

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

    wined3d_mutex_lock();
    wined3d_texture_preload(texture->wined3d_texture);
    wined3d_mutex_unlock();
}
예제 #8
0
파일: texture.c 프로젝트: Barrell/wine
static HRESULT WINAPI d3d9_texture_3d_GetDevice(IDirect3DVolumeTexture9 *iface, IDirect3DDevice9 **device)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);

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

    *device = (IDirect3DDevice9 *)texture->parent_device;
    IDirect3DDevice9_AddRef(*device);

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

    return D3D_OK;
}
예제 #9
0
파일: texture.c 프로젝트: Barrell/wine
static HRESULT WINAPI d3d9_texture_3d_AddDirtyBox(IDirect3DVolumeTexture9 *iface, const D3DBOX *dirty_box)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(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 #10
0
파일: texture.c 프로젝트: Barrell/wine
static DWORD WINAPI d3d9_texture_3d_GetLevelCount(IDirect3DVolumeTexture9 *iface)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(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 #11
0
파일: texture.c 프로젝트: Barrell/wine
static DWORD WINAPI d3d9_texture_3d_SetLOD(IDirect3DVolumeTexture9 *iface, DWORD lod)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(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: Barrell/wine
static DWORD WINAPI d3d9_texture_3d_SetPriority(IDirect3DVolumeTexture9 *iface, DWORD priority)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(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
static DWORD WINAPI IDirect3DVolumeTexture9Impl_GetPriority(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    DWORD priority;

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

    wined3d_mutex_lock();
    priority = wined3d_texture_get_priority(This->wined3d_texture);
    wined3d_mutex_unlock();

    return priority;
}
예제 #14
0
static DWORD WINAPI IDirect3DVolumeTexture9Impl_GetLOD(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    DWORD lod;

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

    wined3d_mutex_lock();
    lod = wined3d_texture_get_lod(This->wined3d_texture);
    wined3d_mutex_unlock();

    return lod;
}
예제 #15
0
static DWORD WINAPI IDirect3DVolumeTexture9Impl_GetLevelCount(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    DWORD level_count;

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

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

    return level_count;
}
예제 #16
0
static D3DTEXTUREFILTERTYPE WINAPI IDirect3DVolumeTexture9Impl_GetAutoGenFilterType(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    D3DTEXTUREFILTERTYPE filter_type;

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

    wined3d_mutex_lock();
    filter_type = (D3DTEXTUREFILTERTYPE)wined3d_texture_get_autogen_filter_type(This->wined3d_texture);
    wined3d_mutex_unlock();

    return filter_type;
}
예제 #17
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_SetAutoGenFilterType(IDirect3DVolumeTexture9 *iface,
        D3DTEXTUREFILTERTYPE FilterType)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    HRESULT hr;

    TRACE("iface %p, filter_type %#x.\n", iface, FilterType);

    wined3d_mutex_lock();
    hr = wined3d_texture_set_autogen_filter_type(This->wined3d_texture, (WINED3DTEXTUREFILTERTYPE)FilterType);
    wined3d_mutex_unlock();

    return hr;
}
예제 #18
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetDevice(IDirect3DVolumeTexture9 *iface,
        IDirect3DDevice9 **device)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);

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

    *device = (IDirect3DDevice9 *)This->parentDevice;
    IDirect3DDevice9_AddRef(*device);

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

    return D3D_OK;
}
예제 #19
0
파일: texture.c 프로젝트: Barrell/wine
static HRESULT WINAPI d3d9_texture_3d_FreePrivateData(IDirect3DVolumeTexture9 *iface, REFGUID guid)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(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 #20
0
파일: texture.c 프로젝트: Barrell/wine
static HRESULT WINAPI d3d9_texture_3d_SetAutoGenFilterType(IDirect3DVolumeTexture9 *iface,
        D3DTEXTUREFILTERTYPE filter_type)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = wined3d_texture_set_autogen_filter_type(texture->wined3d_texture,
            (enum wined3d_texture_filter_type)filter_type);
    wined3d_mutex_unlock();

    return hr;
}
예제 #21
0
파일: texture.c 프로젝트: Barrell/wine
static ULONG WINAPI d3d9_texture_3d_AddRef(IDirect3DVolumeTexture9 *iface)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);
    ULONG ref = InterlockedIncrement(&texture->refcount);

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

    if (ref == 1)
    {
        IDirect3DDevice9Ex_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
예제 #22
0
static ULONG WINAPI IDirect3DVolumeTexture9Impl_AddRef(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

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

    if (ref == 1)
    {
        IDirect3DDevice9Ex_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        wined3d_texture_incref(This->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
예제 #23
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetPrivateData(IDirect3DVolumeTexture9 *iface,
        REFGUID refguid, void *pData, DWORD *pSizeOfData)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(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;
}
예제 #24
0
파일: texture.c 프로젝트: Barrell/wine
static HRESULT WINAPI d3d9_texture_3d_GetPrivateData(IDirect3DVolumeTexture9 *iface,
        REFGUID guid, void *data, DWORD *data_size)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(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 #25
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_UnlockBox(IDirect3DVolumeTexture9 *iface,
        UINT level)
{
    IDirect3DVolumeTexture9Impl *texture = impl_from_IDirect3DVolumeTexture9(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 = IDirect3DVolume9_UnlockBox((IDirect3DVolume9 *)wined3d_resource_get_parent(sub_resource));
    wined3d_mutex_unlock();

    return hr;
}
예제 #26
0
static ULONG WINAPI IDirect3DVolumeTexture9Impl_Release(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    ULONG ref = InterlockedDecrement(&This->ref);

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

    if (ref == 0) {
        IDirect3DDevice9Ex *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. */
        IDirect3DDevice9Ex_Release(parentDevice);
    }
    return ref;
}
예제 #27
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_LockBox(IDirect3DVolumeTexture9 *iface,
        UINT level, D3DLOCKED_BOX *locked_box, const D3DBOX *box, DWORD flags)
{
    IDirect3DVolumeTexture9Impl *texture = impl_from_IDirect3DVolumeTexture9(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 = IDirect3DVolume9_LockBox((IDirect3DVolume9 *)wined3d_resource_get_parent(sub_resource),
                locked_box, box, flags);
    wined3d_mutex_unlock();

    return hr;
}
예제 #28
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_QueryInterface(IDirect3DVolumeTexture9 *iface,
        REFIID riid, void **ppobj)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);

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

    if (IsEqualGUID(riid, &IID_IUnknown)
    || IsEqualGUID(riid, &IID_IDirect3DResource9)
    || IsEqualGUID(riid, &IID_IDirect3DBaseTexture9)
    || IsEqualGUID(riid, &IID_IDirect3DVolumeTexture9)) {
        IDirect3DVolumeTexture9_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 #29
0
파일: texture.c 프로젝트: Barrell/wine
static ULONG WINAPI d3d9_texture_3d_Release(IDirect3DVolumeTexture9 *iface)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);
    ULONG ref = InterlockedDecrement(&texture->refcount);

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

    if (!ref)
    {
        IDirect3DDevice9Ex *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. */
        IDirect3DDevice9Ex_Release(parent_device);
    }
    return ref;
}
예제 #30
0
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetVolumeLevel(IDirect3DVolumeTexture9 *iface,
        UINT level, IDirect3DVolume9 **volume)
{
    IDirect3DVolumeTexture9Impl *texture = impl_from_IDirect3DVolumeTexture9(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);
    IDirect3DVolume9_AddRef(*volume);
    wined3d_mutex_unlock();

    return D3D_OK;
}