HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) { struct wined3d_resource_desc desc; HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl; texture->refcount = 1; 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.pool = pool; desc.width = width; desc.height = height; desc.depth = depth; desc.size = 0; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, &desc, levels, texture, &d3d8_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->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parent_device); return D3D_OK; }
HRESULT d3d10_texture3d_init(struct d3d10_texture3d *texture, struct d3d10_device *device, const D3D10_TEXTURE3D_DESC *desc) { HRESULT hr; texture->ID3D10Texture3D_iface.lpVtbl = &d3d10_texture3d_vtbl; texture->refcount = 1; texture->desc = *desc; FIXME("Implement DXGI<->wined3d usage conversion.\n"); hr = wined3d_texture_create_3d(device->wined3d_device, desc->Width, desc->Height, desc->Depth, desc->MipLevels, desc->Usage, wined3dformat_from_dxgi_format(desc->Format), WINED3D_POOL_DEFAULT, texture, &d3d10_texture3d_wined3d_parent_ops, &texture->wined3d_texture); if (FAILED(hr)) { WARN("Failed to create wined3d texture, hr %#x.\n", hr); return hr; } return S_OK; }
HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) { HRESULT hr; texture->IDirect3DVolumeTexture8_iface.lpVtbl = &Direct3DVolumeTexture8_Vtbl; texture->ref = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture, &d3d8_volumetexture_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->parentDevice = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parentDevice); return D3D_OK; }
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) { HRESULT hr; texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_3d_vtbl; texture->refcount = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, 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; }